Command and Conquer: Red Alert

Command and Conquer: Red Alert

12.10.2013 22:13:15
~B
Red Alert Atlas of Knowledge


Last update 4/16/00
Table of Contents
Written by: RaceCar2003
( RaceCar2003@aol.com


I. Copyright and Distribution Information
II. Version Information
III. Allies
A. Story
B. Units
1. Infantry
2. Vehicles
3. Aircraft
4. Naval vessels
5. Other...
C. Structures
1. Production
2. Defense
3. Other buildings
4. Walls
5. Building Tree
D. Strategies
1. Offensive
2. Defensive
IV. Soviet
A. Story
B. Units
1. Infantry
2. Vehicles
3. Aircraft
4. Naval vessels
5. Other...
C. Structures
1. Production
2. Defense
3. Other buildings
4. Walls
5. Building Tree
D. Strategies
1. Offensive
2. Defensive
V. Cheats and Tips
VI. FAQ
VII. Thank you
VIII. Email

*****MAJOR CREDIT DUE TO WESTWOOD THANKS A _TON_*****
(http://www.westwood.com/)


I. Copyright and Distribution Information
A. This guide to Westwood’s Command and Conquer Red Alert may not be copied, sold, or reproduced
without written consent from the author (RaceCar2003), and GameFAQs
B. Copying rights
1. Make only one per person please
2. Copy must be complete and give proper credit to creator
3. (Suggested) Economy mode in b/w
C. Copyright
1. Copyright 2000 Red Alert Atlas of Knowledge


II. Version Information
A. Version 0.1 - Tried to make my own guide with my own website, failed miserably.
B. Version 0.2 - Found out about how to submit to GameFAQs.com.
Worked on the guide with unit descriptions, my personal ratings of them, and costs.
**Took story, unit armor, weapon, and range from instruction manual
**Ratings are not official just my opinion on a scale of 1-10


III. Allies

A. Story - To resist Soviet aggression against any first and second world powers. Uphold ideals
defined in
World Association of Nations charter
B. Allied Units

1. Infantry

a. Rifle Infantry - Has an M-16, this unit is best used against other infantry units, and light
vehicles (when
in groups). *Do not use against CPU Harvesters, or else they will squish you or send out there
entire force
at you which can be a good thing*
1) Range: Short
2) Armor: None
3) Weapon: M-16 Rifle
4) Rating: 6
5) Cost: 100
6) My Strategy:

Put in groups of four of five to attack enemy infantry or light vehicles as a base defense (The ones
that
CAN’T run over you!). Make sure that when attacking that you select all of the units at once, and
attack
one enemy unit until you or it is destroyed.
X = Enemy Light vehicle X x
x = Enemy Infantry x x x x
Z = Your Minigunner x
Z Z
Z
Z Z



+------------------------+
| Base |
**Do not use against ANY tracked vehicles, whatsoever.
These versatile units can also be used when attacking as “suicide” units. Used in ones or twos to
force
soviet V2s to waste there ammo on them, to clear the way for an assault.
Z = Your Minigunner
| Enemy Base |
+-------------------+


^
|
ZZ
When facing large attacks set a few about 15 spaces out in front of your base, as they will attack
anything
that comes within range. If your opponent has targeted his troops to attack the center of your
base, then
they will run right by, allowing you to weaken the enemy’s units (great for anti-V2 defenses).Z =
Your
Minigunner
--+ Z
B | Z Z
a | <----------<---------------<--Enemy-path---<----------Incoming Units
s | ZZ
e |
--+

b. Medic - He’s a doctor (Can’t heal himself, go figure?). Put him in guard mode by infantry, and
he will
run around like crazy healing them relatively quickly when they are injured; best used in groups of
two or
three (Use the buddy system: thanks Mom). (Always keep two near Tanyas, as they will not go on
guard
and only attack when provoked, especially near front lines.)
1) Range: N/A (about 1 ¾ spaces)
2) Armor: None
3) Weapon: Bandages
4) Rating: 7
5) Cost: 800
6) My Strategy:
Use only for expensive units (Tanyas/Engineers) Have one for every two or three of these units (and
put in
guard mode). It is a good idea to keep these units near each other so they can heal each other.
X = Your Infantry
m = Medic

X
m X
X
X
m X
c. Rocket Soldier - Good at killing Tanks, and Harvesters (not CPU), and air units. Put in groups
of four
or five.
1) Range: Medium
2) Armor: None
3) Weapon: Dragon TOW rocket
4) Rating: 8
5) Cost: 300
6) My Strategy:
Anti-Ground
Just one; put behind wall inside of base, provides efficient air cover
too.
R = Rocket Soldier
B = Base Defense
+-----------------------+
|BB R R R BBRRBBR R R BB|
|R R R R R R R R R R R R|

Anti-Air
Find out where the enemy’s base is. Then make a line from your building that you want to protect
about 5
cells long (one cell for every mig, or helicopter) with 4 dudes in each cell towards the enemies air
fields
AA = Enemy Air Field
R = Your Rocket guy
CY = Your Construction Yard
AA AA | Your Base
AA |
AA | +--------------------
-------+ |RR
Enemy Base |RR RR RR +--+
| RR RR RR |CY|
| RR | |
| +--+
|

A sneaky strategy to damage you enemy’s aircraft, is to find a area on the route from their base to
yours
that is covered (like behind a tree) Then you can get a few free hits on your enemy’s expensive
aircraft (Do
not use against CPU), Works 80% of the time!
T = Tree
R = Rocket guy
AA = Enemy Air Field

AA |
AA |
AA |
-----+
Enemy Base
+-
TTTTTT |R R
TTTTTT <----| R
TT |R R
TT +-
+----------
| Your Base

d. Spy - Make them, send them out into unexplored regions early. Send into Construction Yards,
Refineries, Radar , Sub Pens, War Factories, Barracks, Power Plants, etc... Reveals enemy info. Use
as
scouts under Gap Generators. **Watch out for dogs**
1) Range: N/A
2) Armor: None
3) Weapon: Information
4) Rating: 7
5) Cost: 500
6) My Strategy: Send them into enemy or allied power plants (to know when they are low on power,
so
you can attack at the right time), refineries (to monitor their money situation, silos (same
reason),
Construction Yard, War Factory, Barracks, Helipad, Air Field, etc... (to know what they are making,
and
Radar to know how many troops they have, and where.
Enter cursor looks like this: \/
(But it is green) \/
\/

e. Engineer - Repairs any of your damaged buildings instantly,
captures enemy buildings (When it is in RED), injures enemy buildings.
1) Range: N/A
2) Armor: None
3) Weapon: None (can be used as a weapon against buildings)
4) Rating: 5
5) Cost: 500
6) My Strategy:

Against the Computer
1) Put one engineer each into 3 apc’s. Send them all at enemy base where it is unguarded. Deploy
(Make
sure not to deploy near an anti-infantry defense). Go after vital buildings (Construction Yard, War
Factory,
etc...). It is good to have another engineer (or Tanya) at 99% on hold, and a barracks done (or a
tes a coil
(Turret)). As soon as you take over a building find space around it. If taking the first method:
place the
building. Designate it primary. Continue building on almost done engineer (or Tanya). Then make
defenses, you tear apart the computers base from the inside out. Primarily used to distract the
enemy
before a large scale attackX = Enemies
A = APC’s with one engineer in each
B = Section of Building
D = Spot to deploy barracks, if you choose to

B B BBB^DD BB BBB XB| Path of APC’s
BBB BBB|DD BB BBB +--------------+ --+
BBB BBB|DD BB+---+XBBB++ Less Guarded \------------+
BBB+-----+ +----+ Entrance \
BB X --+ \
BB XX| |XX X X| \
BB XX XX|Main |XX XX | \
X XXBXXBXX|Entrance |XXBXXBXX X B | |
-------------------+ (Well) +--------------------+ |
(Defended) |
A
A A
Against a human opponent
When playing a human player, one must remember to think different than when playing a computer
player.
This is the same strategy against a human. A human player should easily detect your raid and stop
the
engineers in and their APCs before they get a chance to unload and cause any damage. Now add a
small
attack force (but big enough to grab a lot of attention) to attack a little to the left of the main
entrance (See
pic) at the same time you sneak your engineers past their weaker entrance. Unless your opponent is
really
smart, or stupid, depends which way you look at it, he will probably go for the larger force that is
attacking
his base, and be so distracted by the oncoming force he will either forget the APCs or neglect
attacking
them. This can easily become the beginning of the end for your opponent.
X = Enemies
A = APC’s with one engineer in each
B = Section of Building
D = Spot to deploy barracks, if you choose to
F = Your distraction attack force

B B BBB^DD BB BBB XB| Path of APC’s
BBB BBB|DD BB BBB +--------------+ --+
BBB BBB|DD BB+---+XBBB++ Less Guarded \------------+
BBB+-----+ +----+ Entrance \
BB X --+ \
BB XX| |XX X X| \
BB XX XX|Main |XX XX | \
X XXBXXBXX|Entrance |XXBXXBXX X B | |
-------------------+ (Well) +--------------------+ |
(Defended) |
|
^ |
| |
\ |
\ |
\ |
\ A
\ F F A A
\-------------------------------- F F F
F F F
F F

f. Thief - After entering Refinery or Ore Silo it steals half the
credits in it. Don’t even waste your money on this unit 99.99% of the
time.
1) Range: N/A
2) Armor: None
3) Weapon: Fast Fingers (kind of corny, huh?)
4) Rating: 2
5) Cost: 500
6) My Strategy: None, except maybe send into unguarded ore refineries, but who is lucky enough to
find
one of those?
g. Tanya - Has two .45s, Tanya is the ultimate infantry killing machine. Don’t let her near
vehicles,
especially APCs, Jeeps,
Artillery, and V2s. Has C-4 to blow up buildings (Nice!). Tanya can’t be put in guard mode (this
sucks),
you must manually target all enemies that you wish attacked (or let them shoot at her first).
1) Range: Upper Medium
2) Armor: None (teamed up w/Medics can make her last longer)
3) Weapon: Dual Colt .45s and C-4 explosives
4) Rating: 7 overall, 10 against infantry
5) Cost: 1200
6) My Strategy: Kill infantry !!(2 Tanya should do the trick)
As Allies: put one Tanya, two medics, and two rocket dudes in an enemy ore field and, they should
last
quite a while, unless they get squished (Note: don’t forget that Tanyas don’t attack unless
provoked, so
keep a watchful eye on them. When the opponent realizes he has a Tanya near him, he may send out a
lot
of forces to kill her, now that he is distracted crush his base with your main force.
\ O / \ O / \ O /

\|/ \|/ \|/ +-----+ To enemy
| | | | APC | ----------> ore
/ \ / \ / \ +**---+ field
/ \ / \ / \ ^
| | /|\
+-------------------------+ |
| |
+-------------------+


Use against computer raids of infantry, very effective!

2. Vehicles

a. AT (Anti-Tank) Mine Layer - This unit has Anti-Tanks mines, they are powerful, but yes, there is
a
catch; it takes forever to lay them, so only do it if you can spare the time. The Mine Layer
carries
only 5 mines, and can be reloaded at the Service Depot.1) Range: N/A (Click deploy cursor to lay a
mine)
2) Armor: Medium
3) Weapon: AT Mines
4) Rating: 5 (because of time consumption)
5) Cost: 800
6) My Strategy: Lay them in an ore field (Pic 1)(Note: Can not
destroy when in ore fields), in front of your base (Pic 2), or in front
of an opponent’s base (Pic 3).
X = Anti-Tank Mine
Pic 1 Pic 2 Pic 3
+--------------------+ +--------------------+ +--------------------+
|Ore field X—X X X| | X X X X X X X X X X| || Opponent’s Base ||
|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 X--- | | | | X X X X X X X X |
|--- | | ++ ++ | | X X X X X X X |
| Regular | |+-----++ ++------+| | X X X X X X |
| Terrain | || Your Base || | X X X X X |
+--------------------+ +--------------------+ +--------------------+

**Don’t worry about your own guys running over your mines, because they
are smart enough to avoid them. However your own missiles, guns, etc... can destroy them so make
sure
you keep them out of range of all units, especially cruisers, V2s and Artillery (Like you would have
any!).

b. Ore Truck - Your cash truck (delivers 700 per load of Ore, and 1400 per load of Gems). Send
them to
closest ore patches, give escort. Protect at all costs. If destroyed, this seriously cripples your
war
machine. Has the ability to heal up to half-life.
1) Range: N/A
2) Armor: Heavy
3) Weapon: None (effective at squishing infantry, watch out!)
4) Rating: 8
5) Cost: 1400
6) My Strategy:

c. Ranger - Useless, except for at beginning to scout. (Use APCs to take out infantry, because of
heavy
armor. Good for p-o-ing your opponent, by attacking their Harvesters (hehe).
1) Range: Short (about 4 spaces)
2) Armor: Very Light
3) Weapon: M-60 Machine Gun
4) Rating: 5
5) Cost: 600
6) My Strategy:

d. Light Tank - With Little gun and low armor this unit is a waste of money unless used in LARGE
groups
(20-30). Good for in depth scouting of enemy bases at the beginning of a game. What it lacks in
firepower, it makes up for in speed and rapid fire.
1) Range: Medium
2) Armor: Medium (pretty crappy)
3) Weapon: 75mm Cannon
4) Rating: 5
5) Cost: 700
6) My Strategy:

e. APC (Armored Personnel Carrier) - Transports five infantry units, including dogs (assuming you
have
them!) across land. Being the lightest tracked vehicle it is ideal for mashing infantry. Has a
machine gun, to help against infantry threats.
1) Range: Short (about 4 spaces)
2) Armor: Heavy (very nice!)
3) Weapon: M-60 Machine Gun
4) Rating: 8
5) Cost: 800
6) My Strategy:

f. Artillery - Don’t buy these, computer does because they are
stupid. If you do use as base defense behind wall.
1) Range: Long
2) Armor: Very Light
3) Weapon: 155mm Cannon (nice!)
4) Rating: 3
5) Cost: 600
6) My Strategy:

g. Medium Tank - This is the only Allied tank that is worth talking about, but barely, yeah, it is
150$ less
than the heavy tank, but has less firepower. Having one 105mm cannon it takes two of these “tanks”
to
destroy one soviet heavy tank, and up to four to one mammoth tank. Well anyway, since your allies,
and
you have to buy tanks, buy these, and a LOT, “remember strength in numbers”.
1) Range: Medium
2) Armor: Heavy
3) Weapon: 105mm Cannon
4) Rating: 6.5
5) Cost: 800
6) My Strategy:

h. Mobile Gap Generator - The mobile version of the Gap Generator. Much smaller range, use to
conceal
sneak attacks. Don’t bother with these against the CPU.
1) Range: Short
2) Armor: Light
3) Weapon: Shroud Generator
4) Rating: 0 against CPU, 7 against human
5) Cost: 600
6) My Strategy:

i. MCV (Mobile Construction Vehicle) - A new base all in one, what you start with. To deploy click
on
the unit’s deploy cursor. Be sure to keep these well protected, as are a favorite target of the
enemy
(human enemy), especially the MIG. Very expensive, another reason to keep safe. The MCV is useful
to
have around if the original Construction Yard (a favorite target of the enemy) is destroyed or
captured. The
more of them you have the faster construction will proceed.
1) Range: N/A
2) Armor: Medium
3) Weapon: None
4) Rating: 6
5) Cost: 2500
6) My Strategy:

j. MRJ (Mobile Radar Jammer) - If near the enemy’s radar dome (within 15 spaces), this unit will
effectively shut down the enemy’s radar. Good to put near an enemy base, before attacking.
1) Range: Very Long (15 cells)
2) Armor: Light
3) Weapon: White-noise generator
4) Rating: 0 against CPU, 6 against human
5) Cost: 600
6) My Strategy:

3. Aircraft

a. Apache Longbow - The Allied attack that is useless. Impossible to kill infantry, and hard to
hit moving
targets. Longbows will get slaughtered if they encounter a lot of AA defenses, so only attack
unguarded
objects, and keep AWAY from rocket dudes. Can attack other helicopters in the air??
1) Range: Short
2) Armor: Heavy (yeah, right)
3) Weapon: Hellfire missiles
4) Rating: 5
5) Cost: 1200
6) My Strategy:

4. Naval Vessels
a. Transport - Carries up to 5 land units across the water at once, must unload and reload on
shoreline.
Most vulnerable when loading/unloading.
1) Range: N/A
2) Armor: Medium
3) Weapon: None
4) Rating: 7
5) Cost: 700
6) My Strategy:

b. Gunboat - Fast ship good for scouting for subs, I would rather use a transport, don’t bother
buying them,
they suck.
1) Range: Short
2) Armor: Light
3) Weapon: 2-inch deck gun and depth-charge launcher
4) Rating: 3
5) Cost: 500
6) My Strategy:

c. Destroyer - Effective against land, sea and air threats. Good at killing subs, use this to
protect Cruisers.
1) Range: Medium
2) Armor: Medium
3) Weapon: Stinger missiles and dual depth-charge launcher
4) Rating: 8
5) Cost: 1000
6) My Strategy:

d. Cruiser - Just buy a bunch, but keep away from your own base, and protect with destroyers, and
then let
the winds of death come.
1) Range: Extreme
2) Armor: Heavy
3) Weapon: 8-inch Artillery cannons
4) Rating: 9.99 (can’t attack air or subs, leave that up to
destroyers, but who cares!?)
5) Cost: 2000
6) My Strategy:

C. Allied Structures

1. Production

a. Construction Yard - Once the MCV deploys, it turns into the Construction Yard: this structure
constructs all other structures in your base. Protect at all costs!!
1) Armor: Heavy
2) Purpose: Allows construction of all other base structures
3) How many per base: 2 at least
4) Cost: 2500 (MCV)
5) My Strategy:

b. Power Plant - Output is 100 power. Only build one of these at the beginning of battle, then
construct
Advanced Power Plants. Total output is determined by it’s health, so keep them at full health to
receive maximum power output.
1) Armor: Light
2) Purpose: Provides power for base structures
3) How many pb: 1 to start with only at one base
4) Cost: 300
5) My Strategy:

c. Advanced Power Plant - Output is 200 power. Use these as your main source of power. Use them
to
power power-hungry structures like the Allied Technology Center, and the Soviet Tesla Coil. Beware
as
the fool who groups his power, shall lose them all in one big bang (Nukes), be not this fool.
1) Armor: Light
2) Purpose: Provides power for base structures
3) How many pb: as many as needed plus 5+ (Especially with
soviet)
4) Cost: 500
5) My Strategy:

d. Ore Refinery - Processes and stores Ore that is delivered via Ore Trucks. Very important
structures to
protect (especially against air units).
1) Armor: Light
2) Purpose: Smelts, stores, holds, and converts ore into spend able credits.
3) How many pb: 3-7
4) Cost: 2000
5) My Strategy:

e. Ore Silo - Don’t buy these.
1) Armor: Light
2) Purpose: Holds smelted ore
3) How many pb: 0 (due to bug in game they are not needed!)
4) Cost: 150
5) My Strategy:

f. Tent Barracks - All Allied infantry are produced here. Don’t bother investing a lot of
resources into
protecting these, as how they build quickly, and are cheap.
1) Armor: Light
2) Purpose: Trains Infantry units
3) How many pb: 2 at original base, and 1 every other base
4) Cost: 300
5) My Strategy:

g. War Factory - Builds all vehicles. Protect dearly. Costs bunches so don't let them get
destroyed.
Building multiple War Factories decreases the amount of time required to create a vehicle.
1) Armor: Light
2) Purpose: Construct vehicles
3) How many pb: 2 (one in front of each base, one in the back
of each base)
4) Cost: 2000
5) My Strategy:

h. Naval Yard - builds and repairs all Allied naval vessels. Building multiple Naval Yards
decreases the
amount of time required to create a naval vessel.
1) Armor: Light
2) Purpose: Constructs and repairs naval vessels
3) How many pb: 2 at original base, and 1 every other base
4) Cost: 650
5) My Strategy:

i. Helipad - Builds the Apache Longbow and reloads it. Recommended one pad for each helicopter.
Each
new helipad comes with an Apache. Note: when the primary helipad is occupied additional helicopters
will
be flown in from any direction (not necessarily from a safe direction).
1) Armor: Light
2) Purpose: Constructs and reloads helicopters
3) How many pb: in packs of 4, 6, 8, or 10
4) Cost: 1500
5) My Strategy:

2. Defense

a. Pillbox - Is pretty good at mowing through infantry, but has pathetic armor. Don’t use, well
not
recommended.
1) Armor: Medium
2) Purpose: Anti-Infantry defense
3) How many pb: 0
4) Cost: 400
5) My Strategy:

b. Camouflaged Pillbox - Identically equipped as the Pillbox and better armor, is excellent at
ripping holes
through soviet uniforms. This structure is the recommended choice of anti-infantry defense for
the allies, and great for internal base defenses. Very effective against paratroopers. The best,
but
sometimes neglected feature of the Camouflaged Pillbox is the fact that it IS camouflaged! it has
the
ability to blend in with the surrounding terrain.
1) Armor: Heavy
2) Purpose: Anti-Infantry defense
3) How many pb: 2-4 per entrance, and up to 15 scattered
throughout each base
4) Cost: 600
5) My Strategy:

c. Turret - A Turret-mounted 105mm cannon. Very effective at killing tanks, one-on-one it can
almost
take out a mammoth tank! Also, in groups the Turret is effective against infantry threats too (but
not
mass raids, use Camo Pillboxes with Turrets for those). This unit is a effective anti-tank defense,
because it
is heavily armored, and has a pretty good range.
1) Armor: Heavy
2) Purpose: Anti-tank defense
3) How many pb: 4-6 per entrance, and up to 10 scattered
around, and in each base
4) Cost: 600
5) My Strategy:

d. AA (Anti-Aircraft) Gun - Great firepower, but it’s range is not good. Don’t try to send
aircraft over
these (when they’re powered, spies can reveal that info to you) or else they may not come back.
Very
deadly when at close quarters.
1) Armor: Heavy
2) Purpose: Anti-aircraft defense
3) How many pb: 1 for every 3 buildings (not including wall)
4) Cost: ???
5) My Strategy:

3. Other buildings

a. Radar Dome - The Radar Dome gives you an overhead view of the battlefield when fully powered,
and
the access to new and more powerful units.
1) Armor: Light
2) Purpose: Provides radar
3) How many pb: 1 (Sell once you get Tech Center, and replace w/ power)
4) Cost: 1000
5) My Strategy:

b. Technology Center - In addition to it’s function is to provide more advanced units on the Allied
side, the
Allied Technology Center gives the Allies use of one of the most powerful units... well weapons in
the
game, the Global Positioning Satellite (GPS). Allows production of the units Gap Generator,
CRUISER,
and Tanyas (yeah!). Don’t forget, you do not have to launch the GPS Satellite, it will launch
itself; so don’t
waste your time by watching for the icon to say “ready”.
1) Armor: Light
2) Purpose: GPS Satellite launch and construction of high-tech
structures
3) How many per base: 2 at original base, 1 at every other base
4) Cost: ???
5) My Strategy:
**Takes 8 minutes for GPS to launch
c. Gap Generator - Excellent structure for multiplayer games, pointless for single player. With
its ability to
hide itself from radar, and on screen view, the Gap Generator is a very useful unit, when trying to
conceal
your actions from your enemies. The Gap Generator allows the Allies to hide their base from enemy
sight.
Even after an enemy scout comes, his explored terrain will be re shrouded quickly by the gap
generator if
he explores under that area. Requires power to function.
1) Armor: Light
2) Purpose: Creates shroud
3) How many pb: enough to cover base, and a little outside of
it only in multiplayer, in single do not bother to build any, the
computer can see under your base anyway.
4) Cost: 500
5) My Strategy:

d. Chronosphere - The Chronosphere has the ability to “chronoshift”, or teleport any unit to any
explored
area on the map. There is what some might consider a drawback, the shift is not permanent, the
shifted unit
comes back to it’s origin location when the Chronoshift’s bar is halfway done. Since this is a new
technology, certain side effects have been shown, that is if the Chronosphere is used
excessively...
1) Armor: Light
2) Purpose: Provides chronoshift
3) How many pb: 1 total, 2 if your paranoid about capture or destruction
4) Cost: 2800
5) My Strategy:
**Takes 7 minutes to charge
e. Service Depot - repairs any damaged vehicle that you move onto it. The Mine Layers can be
re-loaded
by setting them onto the pad. This is efficient, because repairing a vehicle is much faster than
building one,
and costs a fraction of the original price. This structure is also required to have the ability to
build MCVs.
This is a worthy investment.
1) Armor: Light
2) Purpose: Repairs and reloads vehicles
3) How many pb: 1 or 2 (up to three at forward outpost)
4) Cost: 1200
5) My Strategy:

f. Missile Silo - Provides nuke, nuf said. (Use Nuke on infantry and buildings, not defense
buildings)
1) Armor: Medium
2) Purpose: Mechanism used to launch Nuclear Missile
3) How many pb: 1 total, 2 if your paranoid about destruction
4) Cost: 2500
5) My Strategy:
**Takes ?? minutes for the nuke to charge. Fake Structures - The Allies have four fake structures
that
they can build in order to trick their opponents the are the fake Construction Yard, War Factory,
Radar
Dome, and Naval Yard. These only have a small percentage of the hit-points of a normal structure,
but can
be used to attempt to trick the enemy into attacking them, saving you valuable time (Surprisingly
this
works against the computer!).
1) Armor: None
2) Purpose: Deceives the enemy
3) How many pb: As many as you want
4) Cost: 50
5) My Strategy:

4. Walls

a. Sandbag Barrier - is good for nothing, don’t bother with
these, buy concrete
1) Armor: Light
2) Purpose: Stops any untracked unit
3) How many pb: 0
4) Cost: 25
5) My Strategy:

b. Concrete Barrier - Much more effective than the Sandbag Barrier, Concrete Walls are not
crushable and
block all units (except airborne), and many projectiles.
1) Armor: Heavy
2) Purpose: Stops any unit except air
3) How many pb: Enough to surround base, also suggested
surround Construction Yards
4) Cost: 100
5) My Strategy:

5. Building Tree

Construction Yard*............CY
Power Plant...................PP
Concrete Wall.................CW
Sandbags......................SB
Barracks......................BB
Advanced Power Plant..........AP
Naval Yard*...................NY
Ore Refinery..................OR
Pillbox.......................PB
Camo Pillbox..................CP
Turret........................TU
Silo..........................SI
War Factory*..................WF
Radar Dome*...................RD
Service Depot.................SD
Technology Center.............TC
Helipad.......................HP
AA Gun........................AA
Gap Generator.................GG
Chronosphere..................CH
Nuke Silo.....................NS
*Fake Structures may be built once original structure is built
CY*
|
+---+---+
| | |
CW SB PP --+---+---+
| | | |
BB AP NY* OR
| |
+---+---+ +---+-----+
| | | | | |
PB CP TT SI WF* RD*
| |
+---+ +---+---+
| | | | |
SD TC-TC HP AA
|
+---+---+
| | |
GG CH NS
D. Strategies
1. Offensive
a. Not completed
2. Defenses
a. Not completed
IV. Soviet
A. Story - It came to Stalin in a series of dreams. The birthright of the Soviet empire is nothing
less than
conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less
than
conquering the spirit and dominating the actions of every Soviet citizen.
B. Soviet Units
1. Infantry
a. Attack Dog - The Attack dog is the only unit in the game that has the ability to detect spies.
They are
also very effective at stopping infantry raids. To protect from spies put in guard mode spread
out all over your base1)

Range: Very Short (sometimes will jump up/down a cliff when
attacking!)
2) Armor: None
3) Weapon: Teeth
4) Rating: 5
5) Cost: 200
6) My Strategy:

b. Rifle Infantry - Has an AK-47, this unit is best used against other infantry units, and light
vehicles
(when in groups). *Do not use against CPU Harvesters, or else they will squish you or send out
there
entire force at you which can be a good thing*
1) Range: Short
2) Armor: None
3) Weapon: AK-47 Rifle
4) Rating: 6
5) Cost: 100
6) My Strategy:

c. Grenadier - The Grenadier is an effective unit, because of
it’s range and it’s splash radius (The amount of damage it does when not a direct hit). Although
many
gamers recommend these units in packs, I do not, because if one dies they all we be hurt or killed
when that
one blows up (Same with Flamers). But, I find that these units can and will be effective when
placed in
random places around the base, solo or in packs of two. Very effective at taking out rocket men
though.
1) Range: Medium
2) Armor: None
3) Weapon: Grenade
4) Rating: 5
5) Cost: 160
6) My Strategy:

d. Flame Infantry - Excellent anti-infantry defense (especially against engineers), that is mobile.
However,
don’t group these guys together with other infantry, they will fry’ em up! If I decide to use these
guys (I
usually don’t because they are relatively expensive), I set them outside of my base on guard mode,
oh... and
they take care of rocket infantry pretty well.
1) Range: Short
2) Armor: None
3) Weapon: Flame-Thrower
4) Rating: 4
5) Cost: 300
6) My Strategy:

e. Engineer - Repairs any of your damaged buildings instantly, captures enemy buildings (When it is
in
RED), injures enemy buildings.
1) Range: N/A
2) Armor: None
3) Weapon: None (can be used as a weapon against buildings)
4) Rating: 5
5) Cost: 500
6) My Strategy:

f. Tanya - Has two .45s, Tanya is the ultimate infantry killing machine. Don’t let her near
vehicles,
especially APCs, Jeeps, Artillery, and V2s. Has C-4 to blow up buildings (Nice!). Tanya can’t
be put in guard mode (this sucks), you must manually target all enemies that you wish attacked (or
let them
shoot at her first).
1) Range: Upper Medium
2) Armor: None (teamed up w/Medics can make her last longer)
3) Weapon: Dual Colt .45s and C-4 explosives
4) Rating: 7 overall, 10 against infantry
5) Cost: 1200
6) My Strategy:

2. Vehicles

a. Ore Truck - Your cash truck (delivers 700 per load of Ore, and 1400 per load of Gems). Send
them to
closest ore patches, give escort. Protect at all costs. If destroyed, this seriously cripples your
war
machine. Has the ability to heal up to half-life.
1) Range: N/A
2) Armor: Heavy
3) Weapon: None (effective at squishing infantry, watch out!)
4) Rating: 8
5) Cost: 1400
6) My Strategy:

b. Heavy Tank - Very useful for Soviets. Use as main attack force against allied bases. This
unit’s good
armor, firepower, and quick building time (with multiple War Factories).
1) Range: Medium
2) Armor: Heavy
3) Weapon: Twin 105mm cannons
4) Rating: 7
5) Cost: 950
6) My Strategy:

d. AP (Anti-Personnel) Mine Layer - This unit is used only as an anti-infantry defense. If tanks
run over
these it destroys the mine, and doesn’t hurt the tank, so don’t put these out in the open.
1) Range: N/A (Click deploy cursor to lay a mine)
2) Armor: Medium
3) Weapon: AP Mines
4) Rating: 2
5) Cost: 800
6) My Strategy:

e. V2 Rocket Launcher - Very, very effective! Used for long range assaults or base defense.
Keep
guarded with tanks, for they have weak armor, and take a long time to reload.
1) Range: Long
2) Armor: Light
3) Weapon: V2 Rocket
4) Rating: 7
5) Cost: 700
6) My Strategy:

f. Mammoth Tank - The games biggest tank. Very effective in mixed groups. Is very effective at
taking
out infantry (and air units! yes!) with mammoth tusk missiles, and can destroy almost any tank with
just 4
shots. On top of that, it takes up to 4 allied small tanks to take out one Mammoth Tank! Need
support from
heavy tanks on base attacks though. Also, it can repair itself to half health for free, if given
time.
1) Range: Medium, Medium
2) Armor: Very Heavy
3) Weapon: Twin 120mm cannons, Mammoth tusk missiles
4) Rating: 9
5) Cost: 1700
6) My Strategy:

g. MCV (Mobile Construction Vehicle) - A new base all in one, what you start with. To deploy click
on
the unit’s deploy cursor. Be sure to keep these well protected, as are a favorite target of the
enemy (human
enemy), especially the MIG. Very expensive, another reason to keep safe. The MCV is useful to
have
around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured.
The
more of them you have the faster construction will
proceed.
1) Range: N/A
2) Armor: Medium
3) Weapon: None
4) Rating: 6
5) Cost: 2500
6) My Strategy:

3. Aircraft

a. Yak - Only useful against large masses of infantry, and only if they do not include rocket
infantry (these
take the Yaks down like a hot knife through butter. I would not use these, ever.
1) Range: Short
2) Armor: Light
3) Weapon: Twin machine-guns
4) Rating: 3
5) Cost: 800
6) My Strategy:

b. Badger Bomber - This is what delivers the paratroopers and parabombs to the battle field. Very
light
armor. Do not even attempt to send anywhere near anything that can fire at the plane, especially AA
guns,
they will rip them apart in a second or two.
1) Range: N/A
2) Armor: Very Light
3) Weapon: Parabombs or Paratroopers (Rifle infantry)
4) Rating: 3
5) Cost: Free
6) My Strategy: Just keep them away from anti-aircraft weapons!

c. Paratroopers - Dropped from a Badger Bomber, this group of five Rifle infantry, can be placed
anywhere on the map. Useful for exploring unknown regions. If dropped in back of a base that is
unguarded, this squad has the ability to take out a power plant, as long as no teslas, flame towers,
V2s, or
Artllery are around.
1) Range: Short
2) Armor: None
3) Weapon: AK-47 Rifle
4) Rating: 6
5) Cost: Free
6) My Strategy:
**Recharges every ? minutes
d. Parabombs - These suck! Only use on large concentrations of buildings, since you only know that
they
will drop within a 5 cell radius of your original destination. If dropping them in the heart of a
base, wait...
DON’T! The plane won’t make it! I hardly ever use these except to blow up enemy ore patches.
1) Range: N/A
2) Armor: N/A
3) Weapon: High-explosive bombs (and inaccurate!!)
4) Rating: 2
5) Cost: Free
6) My Strategy:
**Recharges every ?? minutes. Spy Plane - Used to reveal any area on the map (and about 9 spaces
radius
around it), just by left-clicking over the shroud, great for scouting the enemy’s base (especially
under Gap
Generators).
1) Range: N/A
2) Armor: Very Heavy
3) Weapon: Camera
4) Rating: 9
5) Cost: Free
6) My Strategy:
**Recharges every 3 minutes
f. MIG - Used heavily by the Soviets for air raids. Because of it’s fast speed, heavy payload, and
accurate
missiles the MIG is the backbone of the Soviet air force. Best used on buildings. Six of these
units will
blow up almost any unit in the game. Do not use on moving targets. Great for Construction Yard
strikes.
And it reloaded very quickly.
1) Range: Medium
2) Armor: Light
3) Weapon: Heat-seeking missiles
4) Rating: 7
5) Cost: 1200
6) My Strategy:

g. Hind - Heavily armored, good in large groups to attack
infantry, and harvesters wandering away from base, nothing else.
1) Range: Short
2) Armor: Heavy
3) Weapon: Vulcan chain gun
4) Rating: 4
5) Cost: 1200
6) My Strategy:

h. Transport Helicopter - A.K.A Chinook, is able to transport any five infantry (including puppy
dogs) to
any part of the known map. Be warned: Do not operate anywhere near ANY anti-aircraft units or
structures. Great for getting engineers and Tanyas deep into an enemy base.
1) Range: N/A (Click deploy cursor to unload when on ground)
2) Armor: Light
3) Weapon: None
4) Rating: 5
5) Cost: 1200
6) My Strategy:

4. Naval vessels

a. Transport - Carries up to 5 land units across the water at once, must unload and reload on
shoreline.
Most vulnerable when loading/unloading.
1) Range: N/A
2) Armor: Medium
3) Weapon: None
4) Rating: 7
5) Cost: 700
6) My Strategy:

b. Submarine - the Soviets only sea-based defense against allied ships. Used primarily to take out
cruisers.
Westwood made a big mistake by not letting these guys have offensive capabilities, oops! Since
these guys
have no offensive capabilities, they are pointless in skirmish mode against the computer.
1) Range: Long
2) Armor: Medium
3) Weapon: Torpedo
4) Rating: 8 for defense, 0 for offense
5) Cost: 950
6) My Strategy:

5. Other units

a. None

C. Soviet Structures

1. Production

a. Construction Yard - Once the MCV deploys, it turns into the Construction Yard: this structure
constructs all other structures in your base. Protect at all costs!!
1) Armor: Heavy
2) Purpose: Allows construction of all other base structures
3) How many per base: 2 at least
4) Cost: 2500 (MCV)
5) My Strategy:

b. Power Plant - Output is 100 power. Only build one of these at
the beginning of battle, then construct Advanced Power Plants. Total
output is determined by it’s health, so keep them at full health to
receive maximum power output.
1) Armor: Light
2) Purpose: Provides power for base structures
3) How many pb: 1 to start with only at one base
4) Cost: 300
5) My Strategy:

c. Advanced Power Plant - Output is 200 power. Use these as your main source of power. Use them
to
power power-hungry structures like the Allied Technology Center, and the Soviet Tesla Coil. Beware
as
the fool who groups his power, shall lose them all in one big bang (Nukes), be not this fool.
1) Armor: Light
2) Purpose: Provides power for base structures
3) How many pb: as many as needed plus 5+ (Especially with
soviet)
4) Cost: 500
5) My Strategy:

d. Ore Refinery - Processes and stores Ore that is delivered via Ore Trucks. Very important
structures to
protect (especially against air units).
1) Armor: Light
2) Purpose: Smelts, stores, holds, and converts ore into spendable credits.
3) How many pb: 3-7
4) Cost: 2000
5) My Strategy:

e. Ore Silo - Don’t buy these.
1) Armor: Light
2) Purpose: Holds smelted ore
3) How many pb: 0 (due to bug in game they are not needed!)
4) Cost: 150
5) My Strategy:

f. Barracks - All Soviet infantry are produced here. Don’t bother investing a lot of resources
into
protecting these, as how they build quickly, and are cheap.
1) Armor: Light
2) Purpose: Trains Infantry units
3) How many pb: 2 at original base, and 1 every other base
4) Cost: 300
5) My Strategy:

g. Kennel - Trains attack dogs. Don’t waste resources protecting them, they are cheap and
expendable.
1) Armor: Light
2) Purpose: Trains attack dogs
3) How many pb: 1 total against cpu, 1 at every base against
allied human opponents
4) Cost: 200
5) My Strategy:

h. War Factory - Builds all vehicles. Protect dearly. Costs a bunch so don’t let them get
destroyed.
Building multiple War Factories decreases the amount of time required to create a vehicle.
1) Armor: Light
2) Purpose: Construct vehicles
3) How many pb: 2 (one in front of each base, one in the back
of each base)
4) Cost: 2000
5) My Strategy:

i. Sub Pen - Produces all Soviet Submarines and transports. Lightly armored, protect from cruisers
and
aircraft (as they are a favorite target of these units). Also can repair any damaged (friendly)
ship that docks
to it (though it costs money, repairing takes little time (you can also repair more than one ship at
one time!).
As with any other producing building, the more Sub Pens you make, the faster Submarines will be
produced.
1) Armor: Light
2) Purpose: Constructs and repairs friendly naval vessels
3) How many pb: 1 or 2
4) Cost: 650
5) My Strategy:

h. Airfield - You can build MIGs and Yaks (yuk!) here, on later tech levels, paratroopers and
parabombers
are provided here. Note: You can only build one plane per airfield. Having heavy armor and high
hit
points allows the airfield to withstand a serious amount of punishment before being destroyed. If
the
airfield is destroyed before a plane lands, the plane will crash soon thereafter.
1) Armor: Heavy
2) Purpose: Produces stores and reloads planes
3) How many pb: 6-8
4) Cost: 600
5) My Strategy:

i. Helipad - Builds the Hind helicopter and reloads it. Recommended one pad for each helicopter.
Each
new helipad comes with a Hind. Note: when the primary helipad is occupied additional helicopters
will be
flown in from any direction (not necessarily from a safe direction).
1) Armor: Light
2) Purpose: Constructs and reloads helicopters
3) How many pb: in packs of 4, 6, 8, or 10
4) Cost: 1500
5) My Strategy:

2. Defense

a. Flame Tower - Excellent anti-infantry defense, however do not, repeat, do not put these near
your
barracks or infantry. Very effective at torching pesky little engineers, and paratroopers. Great
support
defense for Tesla Coils
1) Armor: Heavy
2) Purpose:
3) How many pb: as many as needed (NONE near infantry), put two
near each Construction Yard
4) Cost: 600
5) My Strategy:

b. Tesla Coil - Very, very, very effective against anything in groups with Flame Towers. Can
destroy a
light tank in just one hit. Can shoot either three weak bolts of lightning, or a more powerful one
bolt of lightning. If protected by Concrete Wall and supported by V2s and SAM sites, the Tesla
Coil is
practically invincible.* There is only one drawback for this unit, that it takes up ¾ of an
advanced power
plant to run! That’s only 4 tesla coils for every 3 advanced power plants (that’s 4 teslas for
every 800
power!). Watch out for cruisers taking out these or the power supply. Knew there was a catch right?
here it
is. invincible unless powered down, due to the large amounts of power they require

1) Armor: Medium
2) Purpose: Kill everything (except aircraft, crap!)
3) How many pb: As many as needed plus more!!
4) Cost: 1500
5) My Strategy:

c. SAM (Surface-to-Air Missile) Site - The only building type soviet defense. Kind of pathetic
compared
to the Allies’ AA Gun (See AA
Gun), except for it’s increased range and ability to operate under low power situations. The SAM
site is
effective against helicopters, badger bombers, and yaks; it will hit MIGS, but chances are that the
MIGs
will be able to deliver their payloads first (use rocket infantry to take the MIGs out).
1) Armor: Heavy
2) Purpose: Anti-aircraft defense
3) How many pb: 1 for every 2 buildings
4) Cost: 750
5) My Strategy:

3. Other buildings

a. Service Depot - repairs any damaged vehicle that you move onto it. The Mine Layers can be
re-loaded
by setting them onto the pad. This is efficient, because repairing a vehicle is much faster than
building one, and costs a fraction of the original price. This structure is also required to have
the ability to
build MCVs. This is a worthy investment.
1) Armor: Light
2) Purpose: Repairs and reloads vehicles
3) How many pb: 1 or 2 (up to three at forward outpost)
4) Cost: 1200
5) My Strategy:

b. Radar Dome - The Radar Dome gives you an overhead view of the battlefield when fully powered,
and
the access to new and more powerful
units.
1) Armor: Light
2) Purpose: Provides radar
3) How many pb: 1
4) Cost: 1000
5) My Strategy:

c. Technology Center - Gives the Soviets the ability to build such advanced units as the Mammoth
Tank,
Tanyas (In multiplayer mode), and Flamers. Sell after buying (to save space, money, and most
importantly
power).
1) Armor: Light
2) Purpose: Constructs high-tech structures
3) How many pb: 1 at original base, then sell it
4) Cost: 1500
5) My Strategy:

d. Iron Curtain - Gives temporary invulnerability to the controller’s choice of buildings or units
(used
especially mammoth nukes (See Soviet: Strategies: Offensive: Mammoth Nukes) and Construction
Yards).
1) Armor: Light
2) Purpose: Provides temporary invulnerability defense
3) How many pb: 1 or 2 total
4) Cost: 2800
5) My Strategy:


c. Missile Silo - Provides nuke, nuf said. (Use Nuke on infantry and buildings, not defense
buildings)
1) Armor: Medium
2) Purpose: Mechanism used to launch Nuclear Missile
3) How many pb: 1 total, 2 if your paranoid about destruction
4) Cost: 2500
5) My Strategy:
**Takes ?? minutes for the nuke to charge
4. Walls

a. Barbed-Wire Barrier - This is barely more effective than Sandbags, but still don’t waste your
money on
them.
1) Armor:
2) Purpose: Passive Defense
3) How Many pb: 0
4) Cost: 25
5) My Strategy:

b. Concrete Barrier - Much more effective than the Sandbag Barrier, Concrete Walls are not
crushable and
block all units (except airborne), and many projectiles.
1) Armor: Heavy
2) Purpose: Stops any unit except air
3) How many pb: Enough to surround base, also suggested
surround Construction Yards
4) Cost: 100
5) My Strategy:

5. Building Tree

Construction Yard.............CY
Power Plant...................PP
Concrete Wall.................CW
Barbed Wire...................BW
Barracks......................BB
Advanced Power Plant..........AP
Sub Pen.......................SP
Ore Refinery..................OR
Flame Tower...................FT
Tesla Coil....................TC
SAM Site......................SS
Silo..........................SI
War Factory...................WF
Radar Dome....................RD
Service Depot.................SD
Technology Center.............TC
Helipad.......................HP
Kennel........................KE
Airfield......................AF
Iron Curtain..................IC
Nuke Silo.....................NS
CY
|
+---+---+
| | |
CW BW PP --+---+---+
| | | |
BB AP SP OR
| |
+---+ +---+-------+
| | | | |
FT KE SI WF TC-RD-SS
| |
+---+ +---+---+
| | | | |
SD TC-TC AF HP
|
+---+
| |
IC NS



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