Last updated: 12-25-2k, v2.0
Contact: <[email protected]>

    //////            //////         |||\\\      /|\     ///////\
   /|        |\  |   /|         0    ||   ||    // \\         //
   ||        | \ |   ||              |||///    ||___||      //
   \|        |  \|   \|         0    ||  \\    ||   ||    //
    \\\\\\            \\\\\\         ||   \\   ||   ||   \\\\\\\\

                   { Command n' Conquer: Red Alert 2 }

                     This FAQ is © 2k Wan Zafran.
                    Red Alert 2 is © 2k Westwood.

/********************************************************************\

   LEGAL DISCLAIMER: This FAQ has been created and will remain the
   property of me, Wan Zafran. This guide can not be published on
   another site, magazines or whatsoever; profit or non-profit
   without my permission, or will be dealt with legally otherwise.
   I DO NOT tolerate plagiarism, as it is an act of piracy, and will
   use whatever means possible to bring you down if I find you
   plagiarising this guide. If you wish to contact me, feel free to
   do so at <[email protected]>. That said, enjoy!

   This guide can only be found at:

   GameFAQs
   VGStrategies

\********************************************************************/

=================
::Introduction::
=================

I like this game, really I do. But I've gotten tired of updating this
FAQ, so I'm calling it quits. This will be my final update from now
on. Please do not email me about RA2, and check for the answers from
here or other FAQs before attempting to mail me about RA2. If your
question has answers from the FAQ, then I will ignore it.

However, if you wanna make friends with me, come on! Drop me an
email, and we can start being friends. Alright, seeya in another FAQ!
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

units -
allied forces                        soviet forces
  -> infantry units                    -> infantry units
       .. gi (soldier)                      .. conscript (soldier)
       .. engineer                          .. flak trooper
       .. tanya                             .. tesla trooper
       .. spy                               .. engineer
       .. attack dog                        .. attack dog
       .. rocketeer                         .. yuri
       .. chrono legionnaire                .. crazy ivan
  -> land units                        -> land units
       .. chrono miner                      .. war miner
       .. grizzly tank                      .. rhino tank
       .. prism tank                        .. flak trak
       .. mirage tank                       .. v3 rockets
       .. ifv                               .. terror drone
       .. allied mcv                        .. apocalypse
  -> air units                         -> air units
       .. harrier                           .. kirov airship
       .. nighthawk                    -> naval units
  -> naval units                            .. sea scorpion
       .. dolphins                          .. submarine
       .. amphibious transport              .. dreadnought
       .. aegis cruiser                     .. giant squid
       .. destroyer                         .. amphibious transport
       .. aircraft carrier             -> special forces
  -> special forces                         .. libyan demo trucks
       .. american paratroopers             .. iraqi desolator
       .. french grand cannons              .. cuban terrorists
       .. british sniper                    .. russian tesla tanks
       .. korean black eagles

strategies -
  .. spy/tanya combo
  .. tesla coil charge
  .. nuclear defense
  .. yuri & crazy ivan combination
  .. 25 people in an amphibious transport
  .. crazy ivans and terrorists
  .. special units
  .. long radiation time when desolators deployed
  .. camouflage and hidden units!

=========
::Units::
=========

Allied Forces
¯¯¯¯¯¯¯¯¯¯¯¯¯
The allied forces consist more of technology and stealthy skills
rather than head-on destruction. So that's why you're 15 Prism tanks
are losing against those 4 Apocalypse tanks, :) . Anyway, an allied
force basically should play defensively, mostly because they can't go
head-on with a Soviet force.  However, RA2 has balanced the odds very
nicely, so what you lose, you gain in another territory. And always,
as an Allied force, try to use the mind to think of alternative ways
to defeat your opponent rather than full force, head-on. The rants
quit here, read on.

===================
[1] infantry units
===================

GI - The GI soldier is better than the Conscript, for two reasons:
     they can create sand barriers when deployed, and because they
     are much stronger than the Conscript. Now, don't think that the
     sand barrier is useless, in fact it's the best thing they can
     have for themselves. This is just an estimation made by me, but
     I think that when they are deployed, they take only half the
     damage. Many a fight I've won with my GI's which were deployed
     near the enemy's base, where they were destroying the enemy
     base at a considerable rate. Individually, very weak, but in
     troops they're a nice addition to a battlefield attack on the
     enemy. When garrisoned within a building in packs of 5 or more,
     basically nothing can pass by unscathed (with the exception of
     Curtained tanks, of course). These should not be passed by, as
     they are a valuable addition to any Allied force.

     Pro's: Good in packs; the deploy option is extremely useful;
            good when garrisoned; weakens buildings easily; are
            practically SEALs without MP5s and C4s when Elite.
     Con's: Cannot move when deployed (very logical...); useless
            against more than 3 tanks unless they themselves are
            in big groups.

Engineer - The Engineer is a great addition to any team, mostly
           because of their ability to capture buildings or repair
           them instantly. Engineers are needed if you want to take
           over Tech Buildings, and some missions require the use
           of them. Previously, in RA1, you could only capture a
           building if it was at least 75% damaged. Now, a building
           can be captured anytime, opening doors to new advantages
           and disadvantages. Just don't overlook these guys,
           they're very useful.

     Pro's: Can capture buildings; destroyed buildings are repaired
            instataneously; excellent if used with the IFV.
     Con's: Slow movement; the nerdy voice irritates me.

Tanya - Tanya is the coolest infantry unit for the Allied force. Her
        C4s are great for destroying buildings, boats don't stand a
        chance against her, and no normal infantry can get past her
        Colts. A new addition to RA2 is that she can swim! Yeah!
        Can't get past a certain opponent? Order a spy in to their
        energy sources, then while their power source is offline,
        destroy their bases with a simple plant from the C4! Her
        swimming ability is invaluable, she can reach places far
        away half the time by swimming. For a sneak attack, she is
        invaluable. However, keep her far, far away from the Iraqi
        Desolator and Flak Troopers, the only units hard for her to
        kill.

     Pro's: Superb building destroyer; amazing infantry killer; can
            swim; boats can be destroyed with a single C4.
     Con's: Can't destroy tanks with C4, that's all.

Spy - If you've played the campaigns (go play if you haven't, it's
      superb), you'll see the uses for a spy. Their ability to
      disguise as an enemy and infiltrate in is extremely useful.
      Plus, in RA2, each different building that you infiltrate will
      have different results. But the important thing that you need
      to remember is that infiltrating power sources (Power
      Plant/Tesla Reactor) will result in the power going offline for
      a minute. You can find the other results in other FAQs. The
      cool thing about a spy is that he is virtually unforeseen; so
      an opponent might not notice what happened until his power
      support goes offline and all his Power Plants are destroyed.
      Use this guy well, and he might be your thin line between
      winning and losing.

     Pro's: Superb way of stealing into the enemy's camp unseen;
            has the ability to change into any enemy form; different
            results in different building infiltrations are very
            useful.
     Con's: The ability to change to different forms is useless;
            easily noticed if only he is the one moving within a
            group.

Attack - The only way to distinguish between an ally and a spy, they
Dog      are needed most of the time to protect a crucial building
         such as a Battle Lab, Refinery, or Power Plant/Tesla Reactor
         from Spy infiltrations. Their bites are quite lethal too,
         with a single bite being able to kill most light infantries.
         Most infantries don't attack the dogs too, so in big groups,
         they're good for keeping all infantries out of the base.
         Other than that, they're not needed much. Just keep a couple
         around the base, just IN CASE.

     Pro's: Instant death for an infantry if bitten by an attack dog;
            will protect your base from spies.
     Con's: Useless against Tanya and other heavy infantries (SEALs,
            etc.)

Rocketeer - In RA1, these were ground units which were superb against
            vehicles and flying objects. Now, with their jet booster,
            they are superb against vehicles and infantry on ground.
            However, they are very weak and are easily brought down
            by a couple of srikes from your missiles or tanks. Don't
            underestimate them, however. If brought in big amounts,
            tanks, buildings and normal infantries don't stand much
            of a chance against them. Use them wisely.

     Pro's: Flying infantries; good soldiers if brought in troops;
            hard to kill without anti-air infantries or vehicles.
     Con's: Easily brought down; annoying when used by the computer.

Chrono      - Personally speaking, I never use him. His ability to
Legionnaire   teleport between distances and stunning enemies while
              'erasing' them is, quite frankly, cool, but it's, well,
              not really that useful. You see, when they are
              'erasing' the object, whether an infantry, a vehicle or
              a building, they also get stunned too, leaving them
              extremely vulnerable towards attack. <SNIP> I beg your
              pardon to any of those I might have offended with this
              line, but THEY ARE NOT USELESS. Also, Comrade Bronx has
              mailed and corrected me about these guys. It seems
              that the further they jump, the longer before they
              recover from their teleportation. They are also...
              never mind, here are his words:

     Pro's: Opponent's building/vehicle/infantry will stun while he
            is 'erasing' them; teleports to target rather than walk.
     Con's: Weak against enemy attacks; stunned status makes them
            vulnerable; worth the value according to the way you
            use them.

Comrade Bronx's words:
"They are very good against enemy defenses such as Prism Towers and
 Tesla Coils, if you teleport a few Legionnaires just out of range
 of the Prism Towers or Sentry Guns, it takes them barely any time to
 teleport in range to attack; Therefore once they DO attack, the
 towers can't retaliate because they are in the middle of being de-
 constructed!"

My (Wan Zafran) words:
"Excellent tip. However, I'd still like to stress that if you're
 enemy has worked his base defenses out, he'd most likely have an
 extra Prism Tower or Tesla Coils nearby, so be aware of that too."

Greg H's words:
"I just thought I'd like to point out how good Chrono Legionnaires
 are. If they attack your base, an alarm is not sounded. For
 instance,  if you're fighting someoneand your fighting in some part
 of the map, you could send in like 4 Chrono's to attack several
 important buildings, and while he's watching the battle out in the
 middle of nowhere, you're erasing his base from time, and he doesn't
 have a clue. And in an IFV, they kick some ass."

My words:
"Superb. But beware though, just in case if the enemy is guarding his
 base while you're attacking him."

Comrade Bronx's words:
"I have found 1 more trick....Chrono Legionnaires in a group of 4 or
 more can be VERY useful when the enemy isn't watching their base.
 Send ONE Legionnaire against one of the enemies defenses and then
 send another at each of the other defenses that may be in range.
 This tactic disables all defenses in a particular area and
 eventually destroys them if the enemy isn't quick enough to stop you.
 It can also be handy when you are attacking with tanks and such...
 send in a few Legionnaires as backup to stop the defenses damaging
 your tank..."

Pyreling's words:
"Nuclear reactors don't explode when 'erased' by the Chrono
 Legionnaires, freezes Superweapons while 'erasing' them. War Miners
 can't fight back when frozen. Their price is steep, but they whip in
 packs."

===============
[2] land units
===============

Chrono - The ore miner from RA1 is back, with a slight change; it can
Miner    now teleport back to the Refinery, reducing time needed to
         go back and forth. Have a couple of these babies mining ore,
         and watch that cash amount at the top-right side of your
         screen increase...

     Pro's: Can now teleport back to the refinery; hard to destroy.
     Con's: No self-defense; easily destroyed by tanks or normal
            infantries.

SPECIAL NOTE: Chrono miners carry $700, not $500 as previously
              stated. For crystals, the money carried is doubled.
              Thanks Pyreling.

Grizzly - Grizzly Tanks are equivalent to the Medium Tanks of RA1.
Tank      They are good when used to destroy buildings or other
          vehicles, but try NOT to use them against infantries.
          Contrary to what most people think of tanks (unintended
          pun), they are actually the worst way of killing
          infantry's, mostly because they use heavy cannons and
          infantry's are hard to hit. However, you can run them
          over, one of the best ways to kill an infantry. Beware
          though, that in big groups of Conscripts, don't try to run
          'em all over, 'cos they're the one's which are most likely
          going to kill you first. If surfaced against Apocalypse
          tanks, well... run. If there are more than 3 Apocalypse
          Tanks and you have less than 7 Grizzly Tanks, just run.
          You're not going to win. These guys are mostly for base
          and light unit attacks, not for direct confrontation.

     Pro's: Good for hit and runs; good for destroying buildings;
            cheap to build.
     Con's: Near-useless for killing infantries; can't stand up
            against other tanks that much except in groups.

Prism - Prism Tanks are powerful... VERY powerful to be exact. In
Tank    groups of 5 or more, a single simultaneous hit from each 5
        tanks can totally destroy most base defenses, like Tesla
        Coils or Sentry Guns. Most buildings go down within 3 shots.
        Still, watch out for those base defenses though. Which brings
        me to my next point. They got speed and power, but they lack
        one thing they need the most: armor. Though powerful in packs,
        try sending one to the enemy base. Most likely going to be
        destroyed easily. A single Apocalypse, if not attacked, can
        destroy a few (Prism Tanks) by itself. They are very weak, so
        if you want to send a few, send it with backup, some other
        tanks most likely. However, they are very good for
        hit-and-run assaults. Know this tank well, he's one of the
        few good tanks the Allied force have.

     Pro's: Superb building destroyers but weak against any other
            tanks; long range adds to its ability to clear the base
            of enemy's base defense.
     Con's: Extremely weak armor; easily destroyed by small groups
            of enemy tanks.

Mirage - These are your portable trees, :). Just kidding, anyhow,
Tank     their attacks are of medium strength, so bring 'em in packs
         and they'll serve you well. In dense urban places, try not
         to use them too much, but in dense forests, the more you use
         them, the better. If you assemble them in a six pack
         formation, like this -> ::: <- , they are virtually
         untrackable, if you're opponent doesn't notice it. They are
         invisible to radar, if I'm not wrong (somebody please email
         me and confirm this). So send them close to the enemy base,
         bring some snipers behind them, where any infantry close
         within the vicinity will be easy lunch for them. Mirage
         tanks are good for accompanying your tanks too. If anybody
         else has any info on these guys, please email me.

     Pro's: Good camouflaging hideouts for snipers; powerful in
            packs; invisible to radar (somebody, please confirm
            this).
     Con's: Visible when attacking and moving; weak armor.

IFV - The cool thing about these guys, are that they are
      transformable. Different infantries inside these guys will
      react differently. There's an IFV guide on Gamefaqs (Go
      GameFAQs!), so I won't elaborate the details. Anyway, the good
      thing about these guys are that they are practically anything
      you want them to be, except head-on tanks. By default, they are
      anti-air units and good infantry killers, but put a soldier in
      and they'll be even better. Check out the IFV guide for more
      info. Oh yeah, one last thing; if an engineer is put in, they
      become superb mechanics for vehicles and tanks. Have these guys
      available all the time.

     Pro's: Very good transformable machines; excellent vehicle
            medics; good snipers; nice infantry killers; fast; just
            plain kEwL.
     Con's: Weak; can carry only 1 infantry unit; useless against
            tanks.


Comrade Bronx's words:
"If you're using the Soviets and manage to mind-control an allied
 IFV, you can put a Crazy Ivan inside it. This makes a nuke vehicle
 that is very similar to the Libyan Demolition Truck but much, much
 faster, :)"

Allied - Stands for Mobile Construction Vehicle, which will, when
MCV      deployed turn into the Construction Yards, your most
         important building in the game. These should be used if you
         want two different bases, with different bases focusing on
         different things. It's specifications are exactly the same
         as the Soviet MCV. Try building one yourself and deploying
         it somewhere. Oh, can somebody confirm this? I think that
         if you have a new base somewhere else, the energy source
         coming from your Plant there will be totally unrelated to
         your first base; meaning that if the second base had lots
         of Tesla Coils, and the first was sold clean of Power
         Plants; the second base would still be operating because
         it isn't related to the first in any way. Oh, what the
         heck, never mind. This will most probably confuse you,
         but if you understand what I mean, and can summarize it
         in a less-confusing way, please write to me about it.

     Pro's & Con's: You'll have to figure these out yourself.

==============
[3] air units
==============

Harrier - These jets can be said as Lesser MIGs, a souped-down
          version of the old jets of RA1. However in flights of 4,
          they are quite powerful. Don't attack individual units with
          this, they're not worth the time. Instead, concentrate on
          crucial buildings, like the Construction Yard or Refinery.
          Just remember, that buildings such as those require much
          more heavy attacks, usually around 8 Harrier's. I usually
          just build a couple and don't use them that much, but
          here's a tip: if you're facing an opponent who uses only
          ground units, and don't build their base defenses much,
          then use air units. And if they don't have ANY anti-air
          units, then build A LOT of Harriers.

     Pro's: Powerful attacks in big groups; very fast, good for
            scouting; excellent for fighting ground-focusing
            opponents.
     Con's: Weak, 3 shots are all that's needed before going down;
            not much use if the opponent has a lot of anti-air
            defense.

Night - The Nighthawk is one of the best ways of transporting Spies,
hawk    Tanya(s) and Snipers. In fact, it's the only unit the Allied
        force that can bring more than 1 infantry at once.  It's very
        fast, suitable for quick hit-and-runs by infantries. There's
        a strategy I have in the Strategies section about using the
        Nighthawk and a hit-and-run batch. You'll learn what I mean
        when you read it. The Nighthawk is not capable of defending
        itself , but if attacked, it will fly off to another place
        where it won't get attacked. A lot of people don't notice
        this (myself included), but did you know that the Nighthawk
        can SHOOT? Yes, they shoot very well at infantries. Be aware
        of anti-air units and rocket infantries, though. But still,
        generally I only use the Nighthawk for transportation only,
        rather than warfare.

     Pro's: Excellent infantry transportation; very fast.
     Con's: No defense; will go down easily if shot.

Comrade Bronx's words:
"Nighthawk choppers are invisible to radar which makes them quite
 useful in multi-player... <evil grin>"

================
[4] naval units
================

Dolphin - Dolphins are the only units capable of releasing a Giant
          Squid's grip on a ship. These Allied Dolphins use some
          kind of equipment strapped on their back which releases
          Sonic Waves. Allied Dolphins do quite well with destroying
          other ships or so, but their weakness lies in their low
          rate of fire and weak armor; so these guys are basically
          just for backup or protecting immobile boats at the base.

     Pro's: The only way to release a Giant Squid from a ship;
            powerful Sonic Waves in packs.
     Con's: Extremely low rate of fire; weak armor.

Amphibious - The AT is a superb way of bringing lots of infantries,
Transport    or transporting tanks and vehicles in groups quickly.
             The AT is amphibious (as the name implies itself), so
             it can move as fast on land as it does on water. And
             if you're in the mood to haste, then just pack a couple
             of tanks in the AT and just Chronoshift them anywhere
             across the map. Beware of exploding AT's when you
             Chronoshift them though. However, they are good for
             transporting large amount of infantries across the map.
             Check out the Strategies section for this.

     Pro's: Superb way of transporting groups of vehicles or
            infantries; quite fast on land or water.
     Con's: Very weak armor; if it explodes the infantry or vehicle
            inside will go with it.

NOTE: Thanks to The Flaming Koosh of Death for correcting me with my
      mixed names. Also, read his tips too.

Aegis     - The Cruiser is a superb ship, which can attack land at
Cruiser     long ranges; and if it ain't enough, it'll send an
            aircraft to shoot. These guys should not be looked down
            upon. Furthermore, they're quick, quite cheap, and are
            worth the money. Good for quick assaults, but beware of
            Giant Squids and Submarines, which is why you must always
            send these guys with Dolphins or Destroyers.

     Pro's: The ability to use plans with the Cruiser is a nice
            addition; fast and strong attacker; reasonable price.
     Con's: The planes get shot down easily; no defense against
            Giant Squids or Submarines.

TFKOD's (The Flaming Koosh of Death) words:
"Aegis Cruiser - Air defense. They shoot missiles that destroy
 anything in the air. V3 and Dreadnought rockets, Hornets and
 Harriers all die really fast. Kirovs take longer but that is
 expected. They are not the only units that can target submarines,
 but they suck against subs."

Destroyer - Very good naval attackers, they can shoot at extreme
            long ranges without much problem, and they're the only
            ones capable of attacking submarines. One problem:
            they're damn slow, so if you're sending them with
            some cruisers, don't send them long ranges, instead
            slow down the cruisers so that the destroyer can follow
            them. And all-rounder naval unit.

     Pro's: Able to shoot submarines; long-ranged attacks; strong
            cannons.
     Con's: VERY slow; expensive; cannot protect itself from Giant
            Squids.

TFKOD's words:
"Destroyer - Good all around ship.  Has an Anti-Sub Warefare plane
 (ASW) and a normal deck gun on it.  These destroy subs rather fast,
 and if the plane is destroyed, it is replaced for free. Good all
 around ship."

Aircraft - These are superb naval units. They send 3 powerful
Carrier    aircraft's to shoot down submarines, or other ships.
           They shoot land or sea perfectly, and if the aircraft's are
           shot down, they regenerate back quickly. They are also
           very strong, being able to shoot down most buildings or
           units VERY quickly, and if sent in groups of 4 or more,
           are very destructive. They also have good armor, but are
           a bit slow though. And expensive.

     Pro's: Very strong; regenerating aircrafts; good armor.
     Con's: Slow; very expensive.


===================
[5] special forces
===================

American - Think these guys are worthless? Think again. They drop
Para-      down anywhere within the map except water, they're good
Troopers   GI's, and most will survive if you send them to attack the
           enemy's base. I can't explain further in any more detail,
           you just have to test it out for yourself.

     Pro's: All that the GI has; come in troops of 5 or more; time
            counter for dropping paratroopers quickly refreshes;
            nice for quick assaults.
     Con's: All that the GI has.

French  - Looking down on those? Just because they're immobile? Heck,
Grand     they're the best base defense any Allied force will want to
Cannons   have. Why? Cos' they're super-powerful (heck, even
          Apocalypse tanks will go down in 2-3 hits), have tough
          armor and have long ranged attacks. Churn out a couple of
          these around your base and then just concentrate on
          defeating your opponent, leaving the Cannons to guard your
          base. These guys are superb. No tank, even Prisms can get
          close enough to your base without getting shot if you have
          these guys around. If your opponent built a couple of these,
          well... pray that he doesn't have anti-air units. That's
          the only way to destroy these guys, air. Naval force might
          work if your enemy's base is close to the shore. If he has
          all his base defenses worked out, it's gonna be a long time
          before you defeat him.

     Pro's: Superb base defenses, excellent infantry killers and
            tank destroyers; long-ranged cannons, good for
            destroying tanks before they come within the vicinity
            of your base.
     Con's: Cannot move; easily destroyed if placed far from other
            Grand Cannons.

British - British Snipers are excellent infantry-killers in group
Sniper    behind buildings or trees close to your base. Personally, I
          love these guys. Many times have my opponents sent Tanya,
          and these Sniper's eliminated her without much problem. If
          you've played Half-Life's Counter-Strike before, you'll
          probably know how strong the Artic Warfare Sniper Rifle is,
          which is what these guys are using. Their (Snipers) ability
          to shoot across long ranges perfectly totally blend with
          your infantry base defenses. Just a tip: never have a lone
          sniper, if you want to protect against mass attacks by
          enemy infantries. Have at least 3-5 Snipers guarding the
          place you want, and hide them behind some bushes or trees.
          That way, if your opponent sends a wave of infantries,
          he'll be constantly wondering why his infantries keep dying
          when passing a certain point. Just don't put a sniper in
          guard mode, or not he'll chase the enemy if he runs away.
          The bottomline: just try this guy. You may like him or not,
          it's up to you. I hope in the next patch or so, Westwood
          will add the ability to snipe above the buildings like a
          real sniper or deploy sand barriers. That would be really
          kEwL.

     Pro's: Extreme infantry killers in groups of 3 or more;
            excellent infantry base defense; a single shot kills
            instantly;
     Con's: Very weak, easily killed; they're rate of fire is VERY
            BAD; huge infantries rushing in will easily overwhelm
            them; his gun has no effect on buildings and vehicles.

Korean  - I once thought that these could be of no difference to the
Black     Harriers, just a powered-up version of them. I was
Eagle     wrong. These guys are superb destroyers in pack of 4's,
          each packing twice the strength of a normal Harrier. In
          packs of 8, they can easily destroy any building you want
          them to in a single wave (a rush attack). Their armor is
          also of a higher level; the Harrier being able to take 3
          hits from anti-air units and the Black Eagle being able to
          take 6. If you know an opponent that uses ground units
          only, then choose Korea. Build up at least 4 of these, and
          watch his buildings decimated slowly by you. A small tip:
          Try to go for an opponent's Construction Yard first. If
          possible, send a suicide wave early, so that their
          Construction Yard is destroyed early and their economy
          weakened easily. If you don't understand, read the
          Strategies section. If I had the money, I would really
          invest in these guys. When I play against people or the
          AI, I usually have about 4 Airforce Command Centers.
          Buy these guys, I really recommend that you do.

     Pro's: Very powerful in packs; good armor; very fast.
     Con's: Expensive; slow to build.
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Soviet Forces
¯¯¯¯¯¯¯¯¯¯¯¯¯
With the Soviets, it's a simple case: seek n' destroy. Their weaponry
most of the time, even in small doses are very lethal. Their power
lies in their tanks and base defenses. Most of the time, you just
have to concentrate on the TANKS and base defenses. Build these up
real well and you don't have to worry much.

===================
[1] infantry units
===================

Conscript - A lesser version of the GI, they cost the same but are
            produced faster than the GI. However, they are much, much
            weaker. Personally, I only build these guys if I need to
            garrison my buildings, because they don't stand a chance
            against vehicles and even other light infantries. They
            also lack the sand barriers that the GI has, so they're
            easily killed. Their only true ability is their rate of
            fire, which is twice as fast as the GI, I think. Use them
            as you wish, but don't rely on them for heavy warfare.
            However, if you feel that they should be rated better,
            contact me and give me your opinions.

Comrade Bronx's words:
"...and once you get a Cloning Vat, they become quite handy because you
 can train 2 soldiers for $100."

     Pro's: Higher rate of fire; faster to produce than the GI; good
            for garrisoning buildings; destroys buildings very fast
            in troops.
     Con's: Cannot deploy; weak against practically all units.

Flak    - These guys take care of infantries quite nicely. They are
Trooper   also quite well in the defense department, and won't go
          down easily. They're good at taking care of tanks and
          air units too.

     Pro's: Good infantry killers; cheap to produce; quite good
            against vehicles.
     Con's: Slower than normal infantries; not as fast as the Flak
            Cannon though.

Tesla   - These guys are NOT worthless as I previously said. They
Trooper   have longer range than the infantries, but when brought
          against Tanya or the SEALs, they are easily killed.
          His price is a bit steep though, but he is extremely weak
          against Tanks. Overall, a good but not-very useful unit.

NOTE: I am wrong again about that worthless thing, sorry. Oh, and
      there's a feature I didn't write about, it's the Tesla Coil
      Charge thing. Look at that in the Theories section.

     Pro's: Good against light infantries.
     Con's: Expensive; slow; useless against Tanks.

Engineer - See Allied Engineer above.

Attack - See Allied Attack Dog.
Dog

Yuri - Yuri is a superb unit when used with the Crazy Ivan. Many
       infantries or vehicles can't get near him because of his
       ability to mind-control them. Practically anything which
       can move is mind-controllable. He is also able to 'deploy',
       which will create a field of aura which will immediately
       kill or hurt any units close to him. Yuri, if used with the
       Crazy Ivan, is a potential unit of destruction (see
       Strategies section). His only weakness lies in the ability
       of being unable to protect himself from tanks or vehicles.
       Even so, try employing his mind-control power creatively.

Comrade Bronx's words:
"Yuri's cannot mind control dogs which makes them very vulnerable to
 their attacks."

My words:
"Hmm, a way to counter the above is to 'number' the Yuri team, and if
 needed, 'deploy' the Yuris whenever a dog gets near. Don't worry if
 there are other Yuris nearby, since they won't be injured from their
 own explosions."

     Pro's: Can mind-control everything which can move; ability
            to deploy can kill or severe units badly.
     Con's: Can only mind control one unit at a time; defenceless
            against long-range attacks.

Crazy - Is either plan annoying, or plain cool. They're ability to
Ivan    plant dynamites on buildings are really effective, because
        it cannot be removed, and just have to wait from being
        destroyed. They're the guys who killed General Carville (or
        whatever his name is, the fat guy in the Allied campaigns who
        commanded you). Used sneakily, they can totally wreak havoc
        on Allied forces. Try finding ways to sneak in enemy bases
        unspotted, and destroy!

     Pro's: Excellent building and infantry destroyer; ANYTHING can
            be planted with a dynamite.
     Con's: If he dies, anyone within the radius of 2 yards will die
            with him.

===============
[2] land units
===============

War   - The War Miner is exactly the same as the Miner from RA1, with
Miner   an exception: they're armed. Anything within the vicinity
        of 2 yards will most likely be shot at, and they can continue
        mining while doing this! Miners, both Allied and Soviet have
        one of the toughest armors in the game, and with it's armor
        and machinegun, this miner is one tough guy to crack. An
        experience I had: my 10 Prism tanks were against 2 of these
        guys, and guess what happened? (no prizes though) Yeah, they
        lost to these 2 miners, an example of how tough these guys
        are. They're only weakness lies in attacks by group of Allied
        tanks, the Chrono Legionnaire and if the opponent is playing
        the Soviets, the infamous Terror Drones. That can be easily
        repaired, though. Just send these guys to the Service Depot
        and they'll be fixed. But only use these guys as your last
        resort, if you're totally famished of all your resources.

     Pro's: Hard to destroy; machinegun adds superb anti-infantry
            value.
     Con's: Slow; useless against a group of tanks.

SPECIAL NOTE: Chrono miners carry $700, not $500 as previously
              stated. For crystals, the money carried is doubled.
              Thanks Pyreling.

Rhino - These are the Heavy Tanks of RA1, and they live up their
Tank    name very well. Sent in packs of 5 or more, they're ability
        to destroy buildings and opposing tanks are very well-to-do.
        When sent in groups with infantries or other vehicles,
        they tend to help attract the attention from other opposing
        attackers, leaving the infantries or other of your vehicles
        to dispose of them. They're also quite good in destroying
        naval units, though I recommend that you use an Apocalypse
        to do so. This is a tank worth the money and investment,
        so always have a couple of these in an assault.

     Pro's: Nice all-rounders; good for quick assaults; reasonable
            price; good for scouting the map early in the game.
     Con's: Very hard to kill infantries because of the cannons.

Flak - The APC from RA1 is back in Red Alert 2 with a new name for a
Trak   new side. A superb way of carrying huge amount of units, read
       the Strategies section for this. It is also capable of
       shooting infantries, but it's main use is for transporting
       infantries across the map at high speed. It's weak armor is
       a disadvantage for using the Flak Trak, but it can be
       reversed if you're using Cuba. Bottomline: if you need some
       crucial infantry across the map quickly, use these guys.

     Pro's: Fast; good way of transporting infantry; has an
            anti-infantry machinegun.
     Con's: Weak armor, easily destroyed.

V3     -  The V3 Rocket is a superb unit for destroying buildings;
Rocket    and you can see why by looking at the huge rockets on it's
          back. Good for back-of-the-lines in an assault, they should
          never be put in the front lines. Their armor is very weak
          and any tanks or even infantry (Garrisoned buildings work
          the best) will be able to destroy one easily. They make up
          for this with their long range: send a few with some
          Apocalypse tanks, have the Apocalypses go attack in front
          while the V3's wreak destruction from afar.

     Pro's: Powerful missile attack; quite fast; super strong in
            packs.
     Con's: EXTREMELY weak armor; long reload time; turning itself
            in any way takes eternity.

Terror - Does what it does the best, terrorizes me, :). Anyway, these
Drone    guys are a real annoyance for your enemy if you send them in
         packs, so if possible, attack all the tanks you can. Quite
         cheap and fast to produce, they can be sent to the enemy
         base to destroy some tanks quickly. You will know if a
         vehicle has been 'infected' if it constantly shakes by
         itself for no reason. Their armor ain't the best in the
         world; a few shots from any light infantries will totally
         destroy them. Just sneak 'em in, and let them do their work.

     Pro's: Nice way of 'terrorizing' your opponent; cheap and fast
            to make; moves very FAST; destroys any opposing player's
            tank quickly.
     Con's: Very weak armor; a bit irritating if you're playing the
            Allied forces.

NOTE: Correction! 'The Flaming Koosh of Death' (TFKD) sent me some
      things about them. They are not Kamikaze drones, as previously
      said. After killing a vehicle, they will go on to 'terrorize'
      the next, and next, and next, continuing until either all the
      enemies within it's area or itself is destroyed. Also, if they
      are sticking to an Allied Chrono Miner, when the CM teleports
      back, they will still be left there, stunned. Thanks TFKD.

Pyreling's words:
"If a terror drone infested vehicle is force fired on and destroyed,
 the terror drone will also explode."

Apocalypse - Now this is what everybody's talking about, yeah! This
             baby can be considered the 'Mammoth Tank' of RA2, with
             an exception: it's better. It's got all the three
             ingredients needed to make a super tank; speed, power.
             and defense. It's very powerful, 2-4 shots from it is
             enough to destroy most tanks; it's extremely tough
             and it moves fast enough to dodge some attacks.
             Seriously, if I was in a long-running game and I want
             my opponent decimated quickly, I'd build these guys.
             They are superb in the long runs. One drawback, though.
             The hefty price. For $1750 per tanks, it might make
             a hole in your pocket easily. So my advice is to
             basically make one for every $3000 that you have. When
             you have at least 5, go on a rampage. Virtually
             unstoppable, if I may so myself.

     Pro's: Tough armor; quite fast; very powerful; nice investment
            in the long run.
     Con's: Very expensive; slow to make.

Soviet MCV - See Allied MCV.

==============
[3] air units
==============

Kirov    - The Kirov Airship is one of the most feared units in RA2,
Airship    if not the most (it's my most feared unit).  If faced
           against an opponent who is coming to my base with this,
           I will quickly, very QUICKLY build on my anti-air base
           defenses. Be, very, very afraid of these guys. Two bombs
           should be enough to destroy most buildings, and they're
           extremely tough. They'll take more than a dozen blows
           from any anti-air units before going down. And if they
           come in packs of 2 or more, pray that you have enough
           power and anti-air units. Plainly speaking, wise
           investment and reasonable price, but one thing really
           bugs me, the speed of the Kirov Airship. It's both an
           advantage and disadvantage really, but bring a couple
           of Kirov's and your enemy will most likely fall easily.

     Pro's: EXTREMELY powerful air unit; worth the money and time;
            very tough.
     Con's: VERY slow, to the point of 1-2 yards per second.

================
[4] naval units
================

Sea      - These are great naval anti-air units. When positioned
Scorpion   with your other naval units, incoming shots from Aegis
           Cruiser's, Destroyers or Aircraft Carriers will be dealt
           with easily. If brought in packs, they are good for
           taking out incoming shots from other naval units. Good
           for backup, but nothing else. They are easily destroyed,
           which means that you must always keep in these guys in
           the back lines.

     Pro's: Cheap; good anti-air units; excellent for removing
            enemy naval units' shots; fast movement.
     Con's: Weak armor; useless if brought by themselves.

Submarine - Cool units, made for heavy duty naval destruction.
            Nothing is able to hit it, except for when it is
            surfaced. Even so, it is still prey against the Allied
            Dolphins. Good if you're trying to defeat the Allies using
            naval force, but it can only shoot within the water,
            unlike the Dreadnought.

     Pro's: Quite powerful; invisible to radar; very good addition
            to any ships in packs.
     Con's: A bit slow; can be seen when shooting.

Dreadnought - In the first Allied campaign, Tanya is required to
              destroy these. These guys are great for attacking
              buildings or other ships, but they are a bit low
              in the armor department, though. They are also subject
              to Tanya's C4, so be wise and keep them far, far
              away from Tanya.

     Pro's: Powerful attacks; cheap and fast.
     Con's: Easily destroyed because of weak armor; useless against
            Tanya's; easily destroyed by Allied ships.

TFKOD's words:
"I love the Dreadnoughts.  IF you get more than 5 of these, the
 enemy's base is pretty much screwed.  5 Dreads mean 10 rockets at
 once, hard for any anti-air combo to kill.  They do need backup of
 Squids, to kill Tanya and SEALs, Subs to destroy ships and Scorpions
 to kill aircraft carrier F-18's.  IF they get that, they are almost
 unstoppable."

Giant - I hate these guys, truthfully. Well, if I'm on the Soviets,
Squid   I love em, but if I'm on the Allied forces... anyway, these
        guys are superb for halting ships and the likes from getting
        away. They are quite powerful, but their best features are
        being able to stun your opponent's ship while your other
        naval units attack the ship. The only thing able to 'shoo'
        them away from attacked ships are the Allied Dolphins.
        They are actually very weak, and have extremely low defenses.
        A few blows from an Allied Dolphin will most likely kill
        them, and 2-3 blows from any ship is instant death. They will
        serve you well if you know how to use them though.

     Pro's: Attacked ships are stunned while the Giant Squid is
            holding them; good for sneak attacks or patrolling the
            base; fast movement.
     Con's: Very weak; a bit expensive.

Amphibious - See Allied Amphibious Transport.
Transport

===================
[5] special forces
===================

Libyan     - What's the use of wasting money on a truck which you're
Demolition   supposed to destroy, that doesn't even cause much
Trucks       damage? Besides, by the time it gets near the enemy base,
             his tanks or infantries should already be ready to destroy
             it. Or even worse, his Prism Tower's or Tesla Coils will
             take care of it from afar, rendering this vehicle useless.
             But if Curtained, the demo trucks can be really useful.
             Read The Flaming Koosh of Death's tips that he gave
             me.

TFKOD's words:
"The Libyan Demo Trucks. These things are awesome. Imagine you have 3
 Trucks. Imagine you have a charged Iron Curtain. Imagine what would
 happen when they can't destroy 3 trucks before they park next to a
 Construction Yard. Imagine how much the enemy will be sworn out
 after the yard is gone. Imagine your delight."

     Pro's: Releases a nuclear radiation field around it's vicinity
            when destroyed; fast movement.
     Con's: Expensive; easily destroyed; just plain useless.

Iraqi      - Plain simply, I really hate it if my opponent has a
Desolator    couple of these by their bases. They're a total pain in
             the ass, cos it's really hard to get past them. They
             use some sort of nuclear-radiation weapon, which makes
             it near-impossible for any of your allies to get near
             him. They also have long-range, good strength. They also
             can deploy, releasing a nuclear radiation field for as
             long as you want (I think). However, this will harm both
             friend and foe, so I don't suggest you do this unless
             these are the only guys you have on the battlefied.
             These guys are quite good, I suggest you try using them.

     Pro's: Fast-killers; powerful; infantries (except his type)
            and vehicles within his death vicinity will die with him;
            long-range.
     Con's: A bit expensive; kills own infantries too.

Cuban      - Cheap and fast to produce, these guys can be really
Terrorist    amazing sometimes. If killed, they will release a
             powerful bomb on their bodies. They are fanatics for
             the Soviet cause, and they will kill themselves with
             anything you command them to. I suggest you send
             these guys inside the enemy base with a vehicle, then</pre><pre id="faqspan-2">
             attack any buildings you're able to. Quite good,
             actually. Read the Strategies section for a way of
             making them detonate with Crazy Ivan.

     Pro's: Fast and cheap to produce; powerful explosions.
     Con's: Easily killed; any infantries around will go on fire
            if he is killed.

Russian     - Plain simply, this is a Tesla Coil... on wheels. Though
Tesla Tank    relatively weaker than it's original counterpart, in
              big groups it is a superb unit, as it's heavy duty
              electric charge easily weakens enemies, and it's speed
              more than makes up for it's low armor. Try to keep them
              in the back lines, however, as they cannot withstand
              a direct confrontation for a long time.

     Pro's: Powerful; quite cheap; fast movement.
     Con's: Weak armor; slow to produce.
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
===============
::Strategies::
===============

This is the section that most of you readers will be skipping to, I
guess. However, read also the Allied and Soviet sections for some
tips. This section will contain strategies, of three categories:
Unit Strategies - regarding units, Base Strategies - anything to do
with buildings and your base, and General Strategies, which means
that it's possible to do the strategy anytime with whichever side
you're on. Remember, if you have any good strategies or hints/tips
or bugs, please send 'em to me at <[email protected]> !

Strategy count: 9
_________________
*Spy/Tanya Combo*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can easily destroy an enemy's base defense with this. However,
check to see that your opponent doesn't have any outer base defenses,
such as Sentry Guns, Grand Cannons, Desolators, Prism Tower's or
tanks. If there are infantries, Tesla Coils or Dogs, don't worry.
Okay, first train a Spy and Tanya, and buy a Nighthawk. Disguise the
spy, then enter the Nighthawk with Tanya. Land a bit far away from
the enemy's base, and infiltrate his power plant. With his power
source offline, most of his buildings shouldn't be working, and send
Tanya in and C4 the base! It is advisable that you destroy the
War Factory or Construction Yard first, and have a spare Tanya or
Spy just in case.

- Wan Zafran.
____________________
*Tesla Coil Charge!*    Status: Working!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
According to The Flaming Koosh of Death (TFKOD), you can actually
"charge" the Tesla Coil. From a white-blue attack, it'll turn
into yellow-blue, which is essentially the charged-up version. To
do this, order your Tesla Troopers to 'force fire' on a Tesla
Coil (to force fire, hold the CTRL button and click). I tested this
out, it worked, and it worked perfectly. An Apocalypse can lose
1/6 life with a normal Tesla bolt, while a charged-up Tesla
Coil can take up to 1/3 life of an Apocalypse, which is literally
50% more. Very powerful, I suggest you do so.

TFKOD's words:
"The Tesla Troopers aren't that worthless, as they can charge Tesla
 Coils. I once had over 10 troopers charge a 'Coil and an Apocalypse
 was dead in 2 shots."

Beau Lilly's words:
"You actually don't have to force fire on the Tesla Coils, just stand
 next to them."
_________________
*Nuclear Defense*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
What would happen on the occasion of a Lightning Storm or a Nuclear
launch? And if it landed on your base? So, here's some tips on
minimising nuclear destruction:

1. Scatter your buildings. Try not to make 'em too close, or too far.
2. Try putting needed infantries somewhere safe.
3. To save money on tanks, build some Mechanics (or Repair IFVs).
4. If possible, move your MCV somewhere else when you see the
   00:00 Nuke Timer.
5. Have a backup MCV.
6. If possible, when the timer starts, build as many tanks, vehicles
   boats or whatsoever, and before the timer ends, gather the forces
   somewhere, and sell your base. Have a backup MCV to make a new
   base, just in case.
7. Go tackle your opponent's power source.
8. Try building as many Black Eagles or Harriers as possible, and
   attack the opponents power source. Divide the planes for each
   each power source, and attack.
9. If you're playing the Soviets, use the '25 People In An Amphibious
   Transport' theory for keeping your infantries, then store all your
   vehicles inside the other Amphibious Transports. So if the enemy
   nuked you, just send the Amphibious Transports somewhere else.
10. Don't play with Superweapons enabled, simple as that, :)

- Wan Zafran
_________________________________
*Yuri and Crazy Ivan Combination*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I read this in an interview featuring one of the game's designer,
but I can't remember who. Anyhow, for this trick, you need a Yuri,
a Crazy Ivan and an anonymous victim, which can be anybody or
anything. First, train a Crazy Ivan and a Yuri. Then find a victim,
a monkey, alligator, enemy tank, enemy dog, or whatsoever, which
can creep into the enemy base SAFELY. Mind-control the victim, and
bring Yuri and Ivan close to the base, but just out of harm's range.
Do the same to the victim too. Now attach a dynamite to the victim,
and send the victim to the enemy base. *KABOOM!* Here's an easier
to follow guide:

1. Train a Crazy Ivan and a Yuri.
2. Mind-control an animal or an enemy object.
3. Go to their base (all three of them) but keep out of harm's way.
4. Attach a dynamite to the victim, and send it to the enemy's
   base.

- Wan Zafran (not mine, just posting it)
______________________________________
*25 People In An Amphibious Transport*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Did you know that you can put 25 infantries in an Amphibious
Transport? Yes, you can! I was reading some of my old Red Alert
books, and stumbled across this one. However, to do this you must be
on the Soviet's. First buy 5 Flak Trak's and an Amphibious Transport.
Then train any kind of infantries that you want, and store all of
them in the 5 Flak Trak's. Now, select all 5 Trak's, and click on
the Amphibious Transport. Voila! 25 infantries stored in the AT!
This is great for quick Conscript, Terrorist or Engineer rushes!

- Wan Zafran
_____________________________
*Crazy Ivans and Terrorists!*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I was toying around with my terrorists and Crazy Ivan's today
(29/11/00), when suddenly I had found the perfect way to have
Demolition Trucks without being a Libyan. They are very powerful,
but cost a little more than a normal Truck. Still, this is a manual
version of the Demo Trucks, so you can shift the strength of
your Hand-Made Demo Trucks (HMDM) by removing and inserting
terrorists as you wish.

1 Terrorist = Light Explosion; enough to severely destroy an enemy
              Barracks, but not worth it.
2 Terrorists = Small Explosion; okay, good for removing tanks or
               weak buildings.
3 Terrorists = Medium Explosion; Nice for quick bombardments.
4 Terrorists = Powerful Explosion; A light demo-truck.
5 Terrorists = Super Explosion; THE DEMO TRUCK, only missing the
               nuclear radiation.

Now, to do this HMDM, first train as many Terrorists as you wish,
and a Flak Trak.

1. Get a Crazy Ivan
2. Plant the dynamite on a terrorist.
3. Order the terrorist into the Flak Trak and repeat as necessary.

Don't worry, the Flak Trak won't explode. I don't know if it's a
glitch in the game or whatsoever, but it's a cool one. DO NOT
DEPLOY IT! Now, bring the Flak Trak to the enemy base. It's best
if you do it like a Demo Truck really does, so send it Curtain'ed.
If you want to maximise the destruction, just make more HMDMs.
Bring it anywhere within the enemy's base, and DEPLOY. As soon as
it is deployed, *BOOM!* . Very powerful, if I have to say so
myself. And guess who discovered it? *hint* *hint* Me! Now, if only
I could add a radiation field to that... hmm...

- Wan Zafran
________________
*Special Units!*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Special units are begotten when they infiltrate an enemy Battle Lab,
or Barracks. Comrade Bronx has given me some tips on spy infiltration
results:

"I've done this a few time in long multi-player games.. I managed to
 mind-control 2 spies when I was a Russian, with which I sent both
 back to an enemy Battle lab,... This gave me two special units, Yuri
 Prime (an upgraded Yuri) and a Chrono Ivan (Crazy Ivan that can
 teleport!). I used mainly the Chrono Ivans to teleport into the
 enemy mining areas and cause havoc on their miners! Also, I have
 been messing around with Spies some more, and if you are the Allied
 forces, and you infiltrate a Soviet Battle Lab, you get 2 units. The
 PSI Commando, practically a Yuri that can blow stuff up like Tanya,
 and the Chrono Commando, which is exactly the same as a SEAL except
 they can teleport."

- Comrade Bronx
_______________________________________________
*Long radiation time when Desolators deployed!*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's a way to cover some place wherever you wanna guard from enemy
infantries or to purge enemy tanks.

"Find a key spot to defend and make some Desolators. Deploy them in
 the spot you want them to defend. While deployed, have them
 force-fire right next to them. You should see them do something.
 Undeploy them and leave. The radiation should fade away, but a very,
 very, very, VERY long time. All infantries crossing will die. Tanks
 Fully healed tanks will get through, though. However, Terror Drones
 won't get hurt, since they don't have any living part inside
(humans)."

- Beau "The Shady Milkman" Lilly
______________________________
*Camouflage and hidden units!*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
"Here is a Soviet tip that I use against the allies:

 Build a Flak Cannon and place it directly behind the Soviet barracks.
 It will be hidden away and your enemy will not notice it unless he
 looks carefully. It works for me all the time and kills a lot of
 Allied Rocketeers. You can also hide Sentry Guns behind the sides of
 your own buildings, too, only the gun barrels will be poking out the
 side of the buildings. You could place one in line with the Flak
 Cannon you built behind the Barracks. Both hidden away.

 Why advertise where your defenses are? Be a sneak. Hide things out
 of sight, behind trees and the buildings in the urban battlefields.

 I crack up when my enemy run his units straight into my little
 traps. "

 - Hone Thomson
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
=============
::Theories::
=============

Some things are left for the mind to wonder. When we're eating,
reading, sitting in the toilet, walking, and thinking of Tiberian
Sun, we might suddenly have a brainstorm. "Can we do that?"
"Hmm, if I take this and this..." "If the IFV and Engineer..."
This is your section. Post your comments to me on your theories,
and let's try it out. To anybody who can help me confirm some of
it, please do; and if anybody has any theories to submit, please do
at <[email protected]> ! Here's how it's listed: if it's a
theory, then it'll be listed here, until it's confirmed or tried
but won't work. If it's works, it'll be put up in the Strategies
section, got it?

Theory count: 2
___________________________________________________________
*25 People In An Amphibious Transport - Status: Working!*
*Crazy Ivans And Terrorists - Status: Working!          *
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
===========
::Credits::
===========

It is a tremendous task to write all of the people and their
contributions here, so I will write their names and email addresses
only. Now, if anybody wants to have me remove their mail address from
the list, please inform me if so.

The Flaming Koosh of Death - [email protected]
David Goldberg - [email protected]
Comrade Bronx - [email protected]
Paul Murphy - [email protected]
Beau Lilly - [email protected]
Greg H - [email protected]
Hone Thomson - [email protected]
Pyreling - [email protected]
________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
============
::Updates::
============

v1.0 - All Allied Units Strategy added.
v1.2 - Allied Special Forces added.
v1.3 - Soviet Units added.
v1.4 - Soviet Special Forces added.
v1.5 - Theories and Strategies added.
v1.6 - Everything ready, please send in your Strategies or Theories!
v1.7 - Added the HMDM, got first strategy submission by TFKOD!
v1.7.1 - Added some other strategies, fixed some stuff.
v1.8 - Added Credits, Cmrd. Bronx and Beau Lilly Strategies. Also
       I fixed some stuff and added my own words to some tips.
v1.8.5 - Added some people and their tips, listed above.
v1.9 - Some new people added, some tips and stuff and fixes.
v2.0 - Final version, no more updates. Fixed some stuff, corrected
       this and that.

/*********************************************************************/
© 2000 Wan Zafran. Thank you for reading.
Best viewed at [800x600], but still viewable at [640x480].