Nontank Vehicles Defense

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  This section covers MCVs, V-2 Rockets, artiellery, rangers, APCs, mine layers, and mobile gap generators.

MCVs- Basically, whenever you send out another MCV to start a second base send some forces with it. Newbies always seem to send out there MCV with little or no protection at all. If the enemy sees you going to make a second base he'll do everything in his power to stop you. Make sure you have plenty of tanks around the MCV, the number depends on the number of your opponent's forces. Also make sure after deploying your MCV make SAMS and/or AAguns immediatly and place them. The enemy may use an air attack on that cy.

V-2 Rockets/Artillery- Contrary to popular opinion, these guys are quite useful. With one or two shots they can blow up a bridge which can add to your defense. If you put them out to the shore they can give enemy boats a beating. They are also useful against infantry. I've lost hundreds of tanyas due to artillery since I always thought the Tanya could outrun the missle. She always could but it was the impact of the explosion kept on getting her. These vehicles are useful when defending tank attacks since one hit will more then halfway weaken if not destroy a tank. One good use of these units is to defend base defenses (tesla coils, gun turrets) against enemy artilleries/v-2rockets. What most players make the mistake of is putting the vehicle BEHIND the base defense structure. Wrong! The enemy can still take out the gun turret/tesla coil without your artiller/v-2 from firing a shot! Always place your v-2/artillery to the side or infront of your base defense structure. Also its a good idea to have two or more there incase the enemy tryings to send an army of launchers at you.

Rangers- If you place these throughout your base and around the ways to get into your base you've effectively defended your base against enemy tanyas and those annoying paratroopers. Infantry just fall flat on their faces when they run into rangers. Do NOT use these to defend against tanks. Just think of rangers as portable pill boxes.

Mine Layers- This is the most dismissed strategy of Red Alert: Mining. If you're Soviet your mines are anti-infantry and the Allied Forces have anti-vehicle mines.

Soviet Mining- If you're Soviet then you don't have to worry about the Allied Player doing a tank rush (unless the player is a known tank rusher). Concentrate your mining against critical infantry. Mining around your naval base is a good idea to prevent those spys to get a sonar pulse. Also mine around your radar dome. If the Allied Player has a chance he'll definetly want to get a spy into your radar dome to see where all your units are. Mine around your silos (if you have any) to prevent those annoying thieves who steal your money. Also your mining can take out tanyas as well.

Allied Mining- The Allied Forces' mines are much more powerful. Of course its obvious to mine the obvious chokepoints that the enemy will be sending their tank force through. Mine the enemy's ore feilds. Even if the enemy sees it they can't destroy it. Also, it'll take out the enemy's harvestor, effectively sending the enemy's economy down the tubes.

APCs- The same as Rangers. If you're stockpiling units inside, don't leave the unit out so the enemy can pick at it away with his aircraft. If you're using the APC has a safehouse for your infantry, the best spot for it in your base is behind the advanced power plant. The APC should be able to 'hide' behind the powerplant with only part of it visible.

Mobile Gap Generators- These are great defensive units. If you build enough of them and spread them throughout your base you'll have a nice temporary shroud for when your power drops. If you spread out the mobile gap guys out in your ore feilds the enemy will be unable to attack your ore trucks by air.


Last Updated 5/22/97


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