Tank Defense
The
majority of Red Alert players are starting to voice their concern and frusteration
about the power that tanks hold. I have seen petitions, forums, and letters
all addressed to Westwood Studios demanding that a patch be made to fix
the 'tank problem'. I have been on both sides of the fence with this issue.
At first I hated tanks since I always got killed by tank rushes. Then I
got smart and found out how to defend against tanks, and that led me to
the conclusion that a patch isn't necessary, and players should start to
learn more about the game before they demand Westwood to change it.
The best way to defend a tank attack is to make a large number of your own to counter them. This seems stupid to all those 'tank haters' out there. They say 'there should be other strategies to counter tanks besides making tanks of your own'. Fine, here they are...
Base Defenses- This does not mean that you will be totally successful at wiping out a large army of tanks when they come to attack you, but base defenses do help. Flame throwing structures and pill boxes are useless against tanks. However, if you have a large number of gun turrets or tesla coils, you WILL keep the enemy at bay. I do not mean one or two teslas or gun turrets, but all around and throughout your base. If you keep on making defenses, the enemy's army will be cut to shreds and he'll have to resort to another strategy.
Boats- The Allies can use their boats to defend their bases by having the cruisers and destroyers attack the approaching tanks. Not much overall damage will occur to the enemy, but enough to lower the numbers of the tank army so you can make a better stand with your base defenses.
Air Attacks- This is unadvisable. You can attack the tanks via planes and helicopters but you will do little damage. Each air attack will only destroy one or two tanks at a time and it is a long time to have your air vehicles land, reload with weapons, repair damages (if any), and launch again to attack. The 1-2 tank losses won't mean much when a 30+ tank army is headed your way.
Mines- Yes, mining. Most players have forgotten about mining, and few ever use it. It is the most negleted unit of Red Alert. Mines can save your hide. Get several mine layers and mine the ORE around your base (Make sure your ore trucks won't run into it). I'm not talking about 5 wimpy mines, I mean at least 50 mines. This will insure your oppenent will have a hard time getting you. Also, by mining the ore, the player cannot shoot at the mines to destroy them. Make sure you don't place all the mines in one general area. Eventually the player will get smart and go around it. Make sure you mine HEAVILY around your entire base (make sure the ore trucks can still get to a good supply of ore or else you just got yourself screwed :) The enemy's tank army will be considerbly hurt if not destroyed by your mine fields. This is when you command your army (which is safetly inside your base) to destroy the remains of your oppenet's tank army. After that, send your troops through the area that your opponent cleared for you (wasn't that nice of him :) and take your army straight to his forces which should have few forces since your opponent has lost his tank army. Once you blow him up, make fun of him. Its VERY rare that a player wins using a mining strategy (that is because no one realizes its potential for a great strategy).
Cut Off Points- This is the reason why maps such as four corners or Crystal Garden #2 are popular. Their is only one way into the player's base and that passageway will be narrow. If your base has only one narrow inlet, defend it heavily with tanks and base defenses. This way, your opponent cannot slip in and damage your buildings.
Attack Early- Players can only achieve tankrushes when they have enough time to create tanks. If you create a barracks early in the game and start pumping out infantry, you can seriously hurt the other player such as destroying his powerplants or his constuction yard while he's building his war factory. You could use other methods of attacking early but be advised that you have to have a strong attack or else what you're doing is a waste of time and money.
Steal the Ore- Tank rushers love the maps that have tons of ore. That way they can keep on spitting out tons and tons of tanks. If you somehow make it so he cannot get any ore by destroying his ore truck or by eliminating his refinery, he'll be weakened considerbly. How you do this, I don't know.
Walls- Walls don't do squat except with infantry. Tanks can pierce through wallls like an iron fist through rice paper. Don't make walls, they're a waste of money against tanks.
Barracks- Can barracks save you from tanks!? Actually, it can. If the map is somewhat confined in space, you can build a huge wall of barracks for the tanks to shoot through. What it will do is buy you time until the tanks get to your base. Hopefully, by the time the tanks shoot through all the barracks you'll be able to defend yourself better.
What is NOT a strategy for defending against Tank Rushes...
Whining- Whining will not make you win. If you want to say how 'unfair' and 'unstrategic' tank rushes are, go play another game. I'm sick and tired of people whining and saying how they can't defend against tank rushes. It IS possible to defend against tank rushes. Its just the majority of people would rather whine then figure out how.
ultRA- Yep, the program that changes Red Alert with new unit and structure statistics that supposedly makes the game 'better'. To my knowledge, 90% of all the people who use ultRA are tank whiners. (more or less)
Treaties- Treaties are a waste of time. If you and your opponent makes a 'tank rush treaty', that's fine by me. But when I play I never accept any treaties or any set of rules. If its possible for you to do it in Red Alert without a rules.ini or something silly in ultRA, its fair game.
Last Updated 5/22/97
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Tank Offense | Nontank Vehicles Defense | Water Defense | Air Defense | Other Ways to Defend Yourself |