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    Soviet Multiplayer Tactics by DKurtzberg

    Version: 0.6 | Updated: 11/24/00 | Search Guide | Bookmark Guide

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

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