REDALERT GUIDE VERSION 1.2 BY Sidewinder email@example.com WEBSITE (Full of lots of gaming stuff)----- http://www.internet-club.com/uk/sidewinder CONTENTS (1.0) INTRODUCTION (2.0) ALLIES INTODUCTION (3.0) UNITS (4.0) SOVIET INTRODUCTION (5.0) UNITS (6.0) STRUCTURE INFORMATION (7.0) BATTLE STRATEGIES (1.0)INTRODUCTION Here is a guide to everything about redalert that you need to know to become the best general in either the allied forces or the soviet. I will give you the tips that I have picked up along the way after completing the game many times. In this guide things will be included like, units good and bad points, when to use them and how, how to protect your base efficiently. I will also include battle manoeuvres that worked for me and that will work for you. (2.0) ALLIES INTRODUCTION :- The allies I dont think become a very good side until the later part of the game, until the chronosphere and cruisers can be used. This part of the guide will show you how to use all units to their greatest efficiency. (3.0) UNITS (3.1) RIFLE INFANTRY :- The good old infantry unit, as a single not very powerful but in a team can strip a mammoth tank in seconds. The best way to use these is not to send them out in single units, group them together and put them into teams. Because they are not very expensive they can be called upon quickly from the barracks in case of a sudden attack from the enemy. Enemy paratroopers can be a problem if the anti-aircraft fire cant take them out this is why teams of 5 or 6 rifle units spread across your base can pin them down as soon as they land. When starting out and your income is low, use these to temporarily guard your base. (3.2) MEDIC :- The medics are a good unit to have, even though they are expensive not many are needed, once you have grouped your troopers around your base, place a medic between them. Then if paratroopers do penetrate the base while the battle in action your medics can heal the troopers so none die, and thus saving money. If you are sending out any troops to attack the enemy make sure the medics are in proportion to the troopers its no good having 50 troops and 1 medic, or 20 medics and 5 troops. I would say for every 1 medic it should be around 5 troops, this is for quick healing. I would not recommend sending them out with troops to attack the enemy base they are slow and are killed easily, and for a unit are very expensive. (3.3) ROCKET SOLDIER :- Rocket soldiers are better than any anti-aircraft guns costing allot less, they can take out aircraft as well as ground troops. Being relatively cheap they are a great asset to the allied forces. These troops are the best ground to air defence, place them around key buildings like construction yard, power stations and radardomes. These are what the likes to go for most. The only bad thing about the soldiers is that they are weak, air fighters can take them out easily and can be crushed by moving tanks. If you are using them to guard a building try to determine which direction the enemy attack is coming from. DO NOT place your men at X`s they may take out the enemy aircraft eventually, the damage on your building would have been done, and this may result even in the explosion of it being destroyed and the loss of your rocket soldiers. X **************** X * * ATTACK X * * -------------> X * * X * * BASE X **************** The best thing to do is place them here. This time the aircraft will be destroyed before reaching your building. No loss of rocket soldiers and no damage to repair on the building. X **************** X * * ATTACK * * --------X-----> * * X * * BASE X **************** (3.4) SPY:- Spy's are very good at scouting and they also sound like James Bond. Use the spy first of all to scout around so you can see if the enemy are approaching at an early stage. Getting them into buildings does end with you loosing the spy but they are not that expensive. Never leave your spy off the screen when scouting, because you must be on the look out for dogs see them before they see you, spy are not very fast so watch out. Dont think that sending a rifleman around with your spy so he can protect him from dogs is a good idea, it isn't. Rifleman will attract more attention and probably more dogs accompanied by tanks this will make life even more difficult. They can tip the scale of the Naval Battle if you can get one into an enemy sub pen. (3.5) ENGINEER :- Not allot can be said about the engineer except he damages and steals buildings. All though I think he is one of the best units in the game. In the later levels when the enemy has more than one construction yard, he can be used to go in and steal it this will give you all the options of opponent and that can be the turning point of the game. A good thing to do with engineers is after capturing the enemy base, and because you can only capture on red and that means when you occupy it, it is very weak. Their may- be others structures of the enemy's around. If their are no attacking units of the enemies in that sector then steal all the other buildings using normal methods, E.G shooting using tanks until it is red then send in the engineer. But if their are enemy attacking units around then quickly build a barracks and start piling out engineers 3 should be enough per building, quickly send them into the WAR FACTRORY and the BARRACKS this may destroy the buildings but it will stop the enemy producing any more offensive units. Then you are left to clean up the other units and steal the other buildings. (3.6) THEIF :- Thieves are not used much in the game only on 1 or 2 levels. But if you credits are low then the best thing to do is. Build an A.P.C and 5 thieves. Using the satellite or any other means find allot of enemy silos grouped together quickly with as many guards as you want take the A.P.C straight their try to run past any enemy offensive vehicles. If tesla coils are a problem, just before you move in quickly use your helicopters to take them out any losses will be worth it if the plan works. Once the A.P.C has reached its destination unload and move in the thieves, the A.P.C may be lost but the reward will far out weigh it. Try to engage this plan when the silos are at their fullest, doing this to will obtain more credits. (3.7) TANYA :- Apart from the last mission you only get Tanya on her own or with just one other vehicle on special missions. She is extremely good at killing units and blowing up buildings. A good tip when blowing up a building is to place the C-4 then quickly run away and keep going until the explosions have cleared. If this is not done some riflemen may have been left behind and they will get first hits on Tanya it may not kill her, but repeated mistakes like this will get her killed eventually. (3.8) AT MINE LAYER :- These can be effective at the start of missions when units are attacking from every side, the best thing to do is find the direction that they approach from most and lay mines all in that area this will give you a chance to increase funds and get tanks to protect that certain area. Lining the beachhead's with mines is also a good idea this eliminates forces attacking from that position. Do not just place mines out in any formation the cross formation with the units at the back is the best. | | | | | | | | | \/ \/ \/ ATTACKING ENEMY X X X X X X X X X X X X X X X X X X X X X X X X X X YOUR UNITS (3.9) ORE TRUCK :- This unit can be used in many different ways, for 1 collecting raw materials the obvious one. But also for taking out enemy infantry, if many units are attacking and they are all infantry run them down with the Ore truck its huge size makes it the perfect squashing weapon. Because they wonder off on their own, make sure you keep an eye on them, they will go into enemy territory without a second thought, its good to keep a light escort with them, if they do get into trouble the ore truck can get away while the escort handles the problem. Another tip is if the truck is damaged and you repair it, after the repairing is over it will not return to normal duty unless told to, sometimes you can go 15 minutes with it left at the repair bay unnoticed. (3.10) RANGER :- Not the best unit in the game, but it is quite quick to scout out areas, when a confrontation with the enemy occurs, this is probably the unit they go for, so you may be able to use it as a distraction in later missions. This pick out infantry quite well better than the bigger tanks but do fall vulnerable to tanks, its best to have 1 or 2 among your tanks in case infantry are encountered. (3.11) LIGHT TANK :- Light tanks are quick and quite powerful, they are excellent for guarding your base in case of paratroopers, they pin down the enemy and use their good speed to get to the problem on time. In numbers they can be very effective, and if a sudden problem arises in the base they can be manufactured very quickly to help stop the threat. These can be used for scouting in much more dangerous areas that the ranger cant handle. These are the idle vehicles for escorting ore trucks. (3.12) APC :- These are good units, as well as being able to carry 5 men they have excellent armour and even a weapon, they are quick and can infiltrate an enemy base in minutes. The best thing to do is get about 4 and fill them with troops a mixture of riflemen and rocket soldiers then take them straight into the heart of the base unloaded, and bring down some enemy troops before the tanks arrive. If their are many tesla coils in the base drop off 20 troops just out of its range and send the all to attack, the coil can only take out one at a time and takes along time to charge, you have a much better chance than when using tanks, doing this will allow your tanks to enter the base undamaged by the coils or even flame-throwers. (3.13) ARTILLERY :- These are the best for taking out infantry, their 155mm cannons can take out 5 troops with one blast, unlike the tanks who have allot of trouble with small infantry. To get the most effective use out of this unit set them out like this: | | T=tanks | | A=artillery | | | | | | \/ \/ ATTACKING TROOPS T T T T T T T T T T T T T T T T T T T T T T A A A In this formation the artillery are untouched by the fire from the units. three is enough to fend off an excellent unit attack from the enemy. And in this formation the tanks that try to take out the artillery are gunned down by the ally tanks in front before the enemies even get into range. (3.14) MEDIUM TANK :- These tanks are best used as a blockade against the enemy when all in a line or grouped, they cut the enemy attackers into pieces, they are not that costly so more can be manufactured, and with their good armour nothing will break them, make sure they are repaired at all times. For its size this tank is quite fast, so running over enemy infantry instead of shooting is a better option, although tricky at times, it does take them out alot faster. These are the main frame of the allied attack force, use them in groups of 5 - 10 and they will take out buildings in an instant. (3.15) MOBILE GAP GENERATOR :- This can be quite useful the best thing to do is put three around the most important buildings e.g Construction yard. This prevents any air strikes against that structure although costly and not having good range, they are good for when power is down and the normal gap generators are out these are best used as back up. (3.16) MCV :- These are excellent you are able to expand your base indefinitely they maybe expensive but very useful. Try to expand along way from your base I would have two or three more, when they are thriving you can attack the enemy from all sides with allot of force, but make sure to guard them well when they are in the first stages of production. (3.17) LST TRANSPORT :- In some missions these are vital attacking from one island to another, they are almost invulnerable to submarines, they have good armour and when encountered by submarines they can just out run them, when using these to attack an island the advantage is that you can attack from different places, use this by putting half your attack force at the bottom and the rest at the top unload at the first attack force then about 30 seconds later the second this is because all the enemy's units will rush down and attack the first force. While the first is fending off tanks and infantry the second can take out key buildings e.g Power plants to keep tesla coils off line. War factory and Barracks to stop production of any more troops. ( THIS TACTIC WILL BE EXPLAINED, IN MORE DETAIL LATER ON) (3.18) GUNBOAT:- Although not very powerful they are fast to get to awkward situations. Once all the area of sea has been mapped or as most that can be. Put these boats into groups of three scattered about, more close to your base then if you destroyers come into submarines they will be able to respond quickly. These are good for scouting the seas. (3.19) DESTROYER:- These are excellent for taking out submarines, the best thing to do is make a three of these when scouting enemy territory, they can match up to 3 maybe 4 subs at a time, these are the main protectors of the cruisers, they maybe quite expensive but they dont just have submarine sinking capabilities, their missile packs are extremely effective, scout around the land where the enemy is on, take out all structures around, the edge, with their excellent range on the missiles not many units can reach them. Use these to also guard cruisers from devastating air attacks. (3.20) CRUISER:- This unit is exceptional, when attacking targets on land nothing can reach it, its weapon is devastating. Try to scout out the area on land then just use the cruiser to take out key buildings or even units even if they go unprotected and meet submarines, their heavy armour can take the torpedoes until help arrives. (3.21) LONGBOW APACHE:- As a single unit, it isn't very powerful, but when their are a great number, Structures can be taken out in just one strike, the best thing to do after scouting the base, is to find the sam sites and first of all take them out, if you dont you will lose allot more helicopters, after the sam sites are gone take the construction yard so no more can be built and demolish the buildings. And for using on enemy units can be just as effective, their missiles can cut through armour easily, use them as a rapid response team, if your units are lacking power in the field use the helicopters to help out. (3.22) GPS SATELLITE:- This is a very good unit, try to get it up and running as quickly as possible so you can monitor enemy activity, try not to waste time scouting if this is a possible option. (3.23) SONAR PULSE:- Their are no real tips just try to get a spy into the pen and frequent periods, so you can see what plans they have, and how many units they are producing. (4.0) SOVIET INTRODUCTION:- The Soviet army overall is the best one, it starts off good and ends up better, like with the allies I will show you how to use the units to their greatest efficiency. (5.0) UNITS (5.1) ATTACK DOG:- This unit can be used in many different ways, first I would place them scattered about the base, so if any troops do invade, they can be taken out quickly, I would not advise taking them into battle they are killed very easily, and cant attack structures or vehicles. They can take out units of destroyed structures well, without this the riflemen may have slowdown your tanks. (5.2) RIFLE INFANTRY :- The good old infantry unit, as a single not very powerful but in a team can strip a mammoth tank in seconds. The best way to use these is not to send them out in single units, group them together and put them into teams. Because they are not very expensive they can be called upon quickly from the barracks in case of a suprise attack from the enemy. Enemy paratroopers can be a problem if the anti-aircraft fire cant take them out this is why teams of 5 or 6 rifle units spread across your base can pin them down as soon as they land. When starting out and your income is low, use these to temporarily guard your base. (5.3) GRENADIER:- This is way more effective than the rifle men, they destroy tanks excellent when in small groups, its good have these behind your tanks throwing grenades over the top at your enemy, when in small groups they can be taken into the enemy base, where they can cause quite a bit of damage before being taken out. A better choice than the riflemen. (5.4) FLAME INFANTRY:- These are excellent for taking out other infantry and vehicles although slow and expensive they are useful. If you are constantly attacked by the enemies infantry just post 5 of these and the attack points and they will incinerate all of them very quickly. When doing this make sure you scatter them, because if one dies they will all go up in flames. (5.5) ENGINEER :- Not allot can be said about the engineer except he damages and steals buildings. All though I think he is one of the best units in the game. In the later levels when the enemy has more than one construction yard, he can be used to go in and steal it this will give you all the options of opponent and that can be the turning point of the game. A good thing to do with engineers is after capturing the enemy base, and because you can only capture on red and that means when you occupy it, it is very weak. Their may- be others structures of the enemy's around. If their are no attacking units of the enemies in that sector then steal all the other buildings using normal methods, E.G shooting using tanks until it is red then send in the engineer. But if their are enemy attacking units around then quickly build a barracks and start piling out engineers 3 should be enough per building, quickly send them into the WAR FACTRORY and the BARRACKS this may destroy the buildings but it will stop the enemy producing any more offensive units. Then you are left to clean up the other units and steal the other buildings. (5.6) ORE TRUCK :- This unit can be used in many different ways, for 1 collecting raw materials the obvious one. But also for taking out enemy infantry, if many units are attacking and they are all infantry run them down with the Ore truck its huge size makes it the perfect squashing weapon. Because they wonder off on their own, make sure you keep an eye on them, they will go into enemy territory without a second thought, its good to keep a light escort with them, if they do get into trouble the ore truck can get away while the escort handles the problem. Another tip is if the truck is damaged and you repair it, after the repairing is over it will not return to normal duty unless told to, sometimes you can go 15 minutes with it left at the repair bay unnoticed. (5.7) HEAVY TANK:- Similar to the medium tank of the allies, but more powerful having twin cannons obviously the greater powerful of the two. use it in much the same way they are best in groups, and because they are more powerful than the allies can match up to them even when outnumbered, these are the leading units for the soviets use them wisely because they are expensive and take time to build. (5.8) AP MINE LAYER :- These can be effective at the start of missions when units are attacking from every side, the best thing to do is find the direction that they approach from most and lay mines all in that area this will give you a chance to increase funds and get tanks to protect that certain area. Lining the beachhead's with mines is also a good idea this eliminates forces attacking from that position. Do not just place mines out in any formation the cross formation with the units at the back is the best. | | | | | | | | | \/ \/ \/ ATTACKING ENEMY X X X X X X X X X X X X X X X X X X X X X X X X X X YOUR UNITS (5.9) V2 ROCKET LAUNCHER:- This is the downside of the soviet army, it may have a powerful punch, but its slow, and takes a very long time to reload, they are weak and are taken out easily, dont buy many of these if any. Sometimes they may come in handy for long range assault, if you are to use them make sure they are guarded well while they try to reload. (5.10) MOBILE RADAR JAMME *MRJ*:- More effective than the allies, but still the same tactics, place them around your key structures to resist from enemy air attacks, also another thing is to take about three and put them into an area where their is nothing, the enemy may think you have something their and move to attack, this would be a good opportunity for an ambush. (5.11) MAMMOTH TANK:- This is truly the best unit, it maybe expensive but its fighting ability is amazing, if you can get a blockade of around 6 of these and some heavy tanks, you would be unstoppable, if the infantry try to attack the mammoth tanks will use their rockets which dispose of infantry perfectly, if your unit is away from base and away from air defence, the mammoth tanks rocket packs take care of air assaults, and if its just tank to tank their twin cannons even more powerful than the heavy cannons, will wipe out any opposition, align them around your base and no ally will get through. But use them wisely they can be pinned down by large groups of enemies. (5.12) MCV :- These are excellent you are able to expand your base indefinitely they maybe expensive but very useful. Try to expand along way from your base I would have two or three more, when they are thriving you can attack the enemy from all sides with allot of force, but make sure to guard them well when they are in the first stages of production. (5.13) LST TRANSPORT :- In some missions these are vital attacking from one island to another, they are almost invulnerable to submarines, they have good armour and when encountered by submarines they can just out run them, when using these to attack an island the advantage is that you can attack from different places, use this by putting half your attack force at the bottom and the rest at the top unload at the first attack force then about 30 seconds later the second this is because all the enemy's units will rush down and attack the first force. While the first is fending off tanks and infantry the second can take out key buildings e.g Power plants to keep tesla coils off line. War factory and Barracks to stop production of any more troops. ( THIS TACTIC WILL BE EXPLAINED, IN MORE DETAIL LATER ON) (5.14) SUBMARINES:- Their scouting ability is unmatched, no one can detect them, use them first to search the whole of the naval area, scouting for ships, this will help you decide how many subs you will need, the first things to attack are cruisers before they get close to your base take them ALL out before then destroying the enemies naval base. Subs however do have a very large weakness which will be shown later on. (5.15) YAK:- The best thing to use these against is a mass of infantry, they will kill almost all of them in the first swoop, they are quite vulnerable to rocket soldiers these must be taken out first, they are cheap in large groups and destroy whole structures, it is not wise to use them against armoured vehicles, the high powered machine guns dont do much damage. (5.16) BADGER BOMBER:- WARNING!!!! do not use around anything that can shoot at air targets, these are extremely slow and can be taken out by even just one, rocket soldier, try to drop bombs or troops where their are no guards. (5.17) PARATROOPERS:- These units are very useful, just drop into the enemy base and start destroying things, sometimes you can get into a position were the enemy fire cant reach you and you are left freely to destroy buildings, its also a good idea to keep them ready just before you attack, if times are hard they may help. (5.18) PARACHUTE BOMBS:- When the target is hit these are very useful but their accuracy is VERY VERY POOR most of the time they miss the target completely, and because most of the targets are inside the base, they are usually shot down straight away. Even if you try to destroy units they are so slow at falling the units have time to move themselves out of the way. One good thing to use them for is bridge bombing, in some levels their maybe, lots of bridges where the enemy is attacking you from, take out some bridges and he will have to take the route you set him, that way you can guard more heavily one area, instead of lots of areas with less protection. * * X=drop bomb * * ---------X---------- X ---------X---------- * * * * * * * * -------------------- ---------> MORE PROTECTION HERE -------------------- * * * * (5.19) SPY PLANE:- This is very good for scouting, make sure one of your priorities when building structures is an airfield so you can make a quick start on scouting around, they will hardly ever be shot down, or even never they are to quick to be hit by missiles, but soon become useless, when the map is revealed. (5.20) MIG:- This is an awesome aircraft, it can swoop down attack, and get back to base before the enemy know what hit them, if you have ten of these grouped together, attacking a structure, not even heavy ground to air defence can stop it from being destroyed, this unit can be the turning point in a game, try to use it to take out key targets, Power stations are good if their are gap's set up by the enemy. (5.21) HIND:- With this unit try not to attack anything that has any ground to air attack capabilities, it tends to wait around for a very long time, before going back to base its armour is heavy but can easily be destroyed, try to attack large targets with about 3 - 5 HIND`s this should result in a good attack strategy, along with the MIG`s. (5.22) CHINOOK TRANSPORT HELICOPTER:- This is a good unit, for getting heavy firepower into the base instead of the normal light paratroopers, its faster and stronger than the badger, and you choose what goes inside, the only real fault is that it has to have quite a large landing area. (6.0) STRUCTURE INFOMATION:- I will now go into detail as best I can how to set up the structures in a good order, so that minimal damage occurs on attacks, including where they should be positioned. (6.1) CONSTRUCTION YARD: ALLIES,SOVIET:- This is the most important building so protect it very well, when you start the mission with the MCV try to place the construction yard, next to the edge of the game boundaries, just generally try to make it hard for the enemy to attack, when building other structures, place them around it, so no one can get through. (6.2) POWER PLANT: ALLIES,SOVIET:- This are quite important, but if destroyed dont cost much to replace, try to have allot more power plants than you really need, that way you will never have a power failure, and they can come at the most awkward of times. (6.3) ADVANCED POWER PLANT: ALLIES,SOVIET:- These are more important than the single power plants, giving out more power means you rely on them more guard them fairly well, but they can always be replaced, without much cost. (6.4) ORE REFINERY: ALLIES,SOVIET:- Try to guard these well because if t hey get destroyed then you loose your ore, and they are expensive to replace, just buy one or two and dont buy any more just the ore trucks, this saves money in the long run. Try to build nearer the ORE fields, so you can get some money quickly. (6.5) ORE SILO: ALLIES,SOVIET:- These are extremely weak, so guard these well, try to build them all together in one group and guard that, the enemy doesn't really attack these very often, but they still need to be guarded. (6.6) TENT BARRACKS: ALLIES, BARRAKS: SOVIET:- These are very cheap, they should be placed next to the war factory in case of an emergency when any kind of troop needs to be called upon, doing this you can select allot of units together, instead of moving across your screen to the different areas / BARRACKS / BARRACKS \ / ****** ****** \/ ****** \ / ****** * * * * * * X * * * * * * * * / \ * * ****** ****** ****** / \ ****** WARFACTORY WAR FACTORY (6.7) WAR FACTORY: ALLIES, SOVIETS:- This building is usually attacked by enemy aircraft so its best to keep some ground to air firepower around it, the way to set this building up with the barracks has already been explained. (6.8) NAVAL YARD: ALLIES:- You dont have much choice where to place this, but a good tip dont leave it unguarded try to get some gun boats, or destroyers out quickly. (6.9) HELIPAD: ALLIES, SOVIET:- When you start the construction of your air defence try to place all the helipads in a row, dont scatter them about your base. This way they can be chosen quickly if a problem arises, with them all scattered about you will waste time, scanning about the screen. (6.10) PILLBOX: ALLIES:- These can be ideal in the starting missions but, after tend not to do much damage on anything, they are taken out quite easily, with only medium armour, if you are to use them, place a couple at the entrances where the enemy attack the most, this will help cut down infantry while your tanks take care of the rest. (6.11) CAMOUFLAGED PILLBOX: ALLIES:- These are much better than the normal pillbox I would use these with their extra armour, and invisible capability, they are much better, use them in the same way as you would the normal pillbox. (6.12) TURRET: ALLIES:- These are brilliant for taking out tanks, and as well as giving out the power of a medium tank, they have the armour of a heavy, they are to set up like the pillbox's in two's. With these and the pillbox's your tanks wont have to do much. (6.13) AA GUN: ALLIES:- These are the best ground to air killers, put about two around your base on either side, that way if the enemy aircraft break through the rocket soldiers, then the AA guns will take them out. When placing them watch out for your power, they do take a bit of juice to run. (6.14) SERVICE DEPOT:ALLIES, SOVIET:- This needs to be protected, when the enemies ground units start to invade this is the one they go for, use it all the time, to repair units you will save allot of money doing so, when placing the depot try to put it closer to where your units are in battle, this way they dont have to travel miles to be repaired. (6.15) RADAR DOME: ALLIES,SOVIET:- This is the most useful structure, make sure it stays on line so keep lots of power stations up and running, protect it well because, its armour is weak and can be destroyed easily. (6.16) TECHNOLOGY CENTRE: ALLIES, SOVIET:- This structure is very important in both cases try to get it up and running as soon as possible, so you can release the satellite and get the mammoth tanks into production, make sure before you start on this construction that you have lots of POWER this building takes up loads. (6.17) GAP GENERATOR: ALLIES:- More powerful than its mobile version, but this one cant move, I would place about three or four around your base in key positions, that way the enemy will not see any of your base, make sure you have extra power, because if they power down all your efforts will be wasted and the enemy will be able to view your territory. (6.18) CHRONOSPHERE: ALLIES:- This weapon has been exaggerated its not really that good at all. You can transport a unit anywhere that sounds all right, but if you put him into the enemy base, remember you can only transport one, and as soon as he gets in their, he is destroyed. It would OK if you could transport a thief near a silo, but men cant be CHRONOSHIFTED. The best thing it can be used for is for chronoshifting cruisers, nearer the enemy base because they are slow moving, it may have taken them a very long time to get their, and dont forget the cruiser will return to its original location so what's the point in sending him, DONT use this, its to expensive, takes up to much power, takes too long to recharge and basically its CRAP. (6.19) FAKE STRUCTURES: ALLIES:- These can be allot of fun, watching the enemy use all his fire power to break your barrier, then try to steal, the construction yard and then finding out that it is fake. A good tip is to keep the fake construction yard heavily guarded, and your normal one without any protection or very little, this makes your enemy think that the well protected one is the real construction yard, when it is actually the fake. (6.20) SANBAG BARRIER: ALLIES:- Not really very effective, when the enemy attacks, usually tanks are involved and they can charge through sand bags easily. (6.21) CONCRETE BARRIER: ALLIES, SOVIET:- These are much better they stop tanks as well as infantry, using these to block of a entrance to your base may give you the time you need to get reinforcements if the enemy attacks. If you find the enemy approach one certain way, very often, DOUBLE the thickness of your barrier. (6.22) KENNEL: SOVIET:- These dont really have to be well guarded they are cheap anyway , and in general are ignored by the enemy. try to place them with your barracks and war factory, so they can be called upon quickly in case of an emergency. (6.23) SUB PEN: SOVIET:- Like the naval yard keep them well protected, try to get submarines up and running as soon as possible, cruisers try to attack the sub pen allot, because the submarines are slow dont crowd them near the sub pen send them out, so if a cruiser does come along it can be taken out quickly instead of it doing lots of damage, while you wait for your subs to arrive. (6.24) AIRFIELD: SOVIET:- Again like the helipads keep them all close together so they can be called upon quickly. These are not usually targeted by the enemy but if they are, they are heavily armoured and can probably take allot of punishment. (6.25) FLAME TOWER: SOVIET:- This is a useful structure, to get the most effective use out of it, put about three or four by the entrances to your base, they will work brilliantly if you are being attacked by huge groups of infantry, they can incinerate around 5 in one shot. (6.26) TESLA COIL: SOVIET:- This is the greatest weapon that the Soviets have it reaches for a long distance and kills things with almost one shot. This weapon is a must, place just one should be enough at each entrance to the base, no enemy will be able to pass, and just to protect it have a couple of other ground units. Once the tesla coil is in place bring up the guard level on your power stations, and make sure you dont get low power in an attack from the enemy, the only trouble with the tesla coil is that it is expensive not just to get running, but to protect. You will need to set up at the very least 3 sam sites surrounding it, otherwise enemy helicopters will swoop in a demolish it instantly. (6.27) SAM SITE: SOVIET:- Keep these around certain buildings like: POWER STATIONS, CONSTRUCTION YARD, TESLA COIL, SUB PEN, WAR FACTORY, none of the other places are usually attacked or not as often as these. **** * *= BUILDING X= SAMSITE 0= TESLA COIL **** X X **** X X X **** * * 0 * * **** X X **** X X (6.28) IRON CURTAIN: SOVIET:- Not really what you were expecting, being able to make the unit invulnerable is one good thing, for about 30 seconds isn't. This should not be wasted on units really, only if you want to get them into the enemy base to scout around without been killed. When you see the enemy helicopters coming towards your base wait to see which building they start to attack and use the IRON CURTAIN to protect the building, In one of the levels you will need to use this to protect an enemy building. (7.0) GENERAL BATTLE TACTICS (7.1) BRIDGE AMBUSH MANOUVER Also known as BAM, this is a very sneaky tactic, and I discovered it on one of the early Soviet missions all you need is a bridge, some unit in the water, and some small infantry the other side of the bridge where the enemy are. ENEMY YOU 0 0 -------------------- X 0 0 BRIDGE X X 0 0 --j--------------j-- X H H SHIPS Now use your ships to crumble the bridge at J then send an unit into the middle of the bridge and tempt the enemy across once they have gone past the first J shoot it until it is destroyed, once your unit is past the second J shoot that and then you will have trapped the enemy on the bridge then you can use the transport to go across instead of using the bridge and the tanks will not be in your way. -- ---------- --- X | | 00000 | | XX -- ---------- --- X H H (7.2) BEACH BLOCK MANOUVER If you find while you are in battle that the enemy constantly attacks you by transporting tanks onto the beach head the best thing to do is line the beach head totally with units so when the transport gets their he cant unload because their isn't enough room, your tanks will them destroy the transport and the five units inside. This tactic I have used allot of the time. (7.3) BARRAKADE After you have constructed some of your base the best thing to do to stop the enemy invading is to find out where he is coming from. *=base X= points where enemy can get to your base. @=cliffs --- =border -------------------------- @ * * | @ * * | @ | X1 | @ @ @ | X2 | @ @ @ X3 @@ Here their are three ways where the enemy need to come to get to your base these spaces are usually very confined (SMALL) so the enemy cant spread out its units. If you put up a barricade at each of the points with a line of units then this will stop the enemy opening up and attacking your base. Another good thing to do in this situation is look to see if you can lower the number of places where the enemy can get through to your base E.G say if X2 is a bridge, then destroy it, the enemy cant get through that way so your units barricading that area can be sent to X1 and X3 to make those barricades stronger. (7.4) PIGGY IN THE MIDDLE TACTIC This is for when the transport ships are to be used to take tanks over and attack an enemy island, what you must do is find the bottom of the base and a beach head where the tanks can be dropped off, also find another beach head above the base where some more tanks can be dropped off. Gather the troops you need to over power the enemy and split them into two groups about half and half. take one group to the beach head above the base and another to the beach head below like this: Transports here BH2 | | | ********** | * ENEMY * | * BASE * | * * | ********** \ \ \ \ \-------BH1------------ Transports here Once this has been done unload the first transport at beach head 1 (BH1) send them up towards the enemy and engage in battle, NOT straight away wait about 30 seconds then unload BH2 take them round through the back of the base, by this time all units should be attacking your first set of tanks, now while in the base destroy all structures that can produce units WAR FACTORY, BARRACKS then CONSTRUCTION YARD. Then go down to the rest of your units and sandwich the enemy. (7.5) NAVAL SUPPORT STRATEGY (ALLIES ONLY) (unless soviet steal ally base) When you using the barricade tactic and are guarding a bridge or dirt bridge and do not want to destroy it then produce two or three DESTROYERS take, them to the bridge by your units, and they will support your units with missiles and you will not need to replace them because the enemy do not bother attacking them with ground units (7.6) IN AND OUT STRATEGY (ALLIES ONLY) (MEDIC MUST BE ALIVE) When you are inside the Soviet buildings (on some levels) and you only have one man against 5 or 6 the best thing to do is run in take one shot then run out and get healed by your medic. Keep doing this until every man is dead, it may take some time but it works. Make sure you have enough time to do it though.