Aftermath is the latest add-on for Red Alert, of course you can't have the battle without the war, you need Command and Conquer: Red Alert to play Aftermath.
Features and extras |
Some missions are unoriginal. Last soviet one is surprizing: Civilians with heavy weaponry!
See below for my review of the new units.
I haven't tried all the maps (obviously), but I know each is designed for a certain number of players. Mega maps are extra large, they work pretty well but each player must have aftermath for mega maps.
Some are tracks on the CD and can be played with a CD player
New Units |
The chronotank is a missle-launching tank that the allies have created using chronosphere technology. Chronotanks are especially useful for catching ennemies off-guard with their powerful medium range missles, and they don't cause earthquakes or lightning clouds or anything like that! Chronotanks recharge very quickly and don't automatically return to their starting spot. The disadvantages are the price-2400 credits, and the relatively weak armor.
Field Mechanic:Allied field mechanics sound like hillbillies. The mechanic can repair vehicles in the field, he works much like a medic for vehicles. Even though he is slow and unarmored he can really help a tank battle. It takes time to repair a unit to full stregnth but it's faster than a repair facility and the ability is free. I use these 950 credit troops as a secondary repair bay in my base or in combination with 2 medics to heal him in an attack.
Demolition Truck:The allied demolition truck carries an atomic bomb that is triggered on impact or destruction, don't leave one of these around your base. You can use it by targeting a unit, building or patch of land. I've found a few disadvantages in using this 2400 credit mobile nuke. First, don't try to chronoshift it, it will blow up before it reaches it's destination, second, don't let it run over an infantry guy or 2400 credits will be blown up at that spot.
Tesla tank:This one of Tesla's inventions, taking the long range electric zap of the tesla coil into the field changes certain dynamics. This tesla tank isn't as good as it seems with a high price tag, a weaker tesla zap, and very weak armor. At least it doesn't suck all your power.
Shock Trooper:These Arnie empersonators have a portable short range tesla-zap device. 950 credits can buy you an slow, anoying little trooper with a yellow electricity gun that can't be run over, they can be useful against armies of weak-armored units but otherwise they aren't worth the high price tag.
M.A.D. Tank:The M.A.D. tank or, Mutually Assured Destruction tank is a unique unit. Once activated it builds up a harmonic shock wave and then it blows up damaging all units in a large radius around it. It damages most of the units and structures around it by half, but to try to stop it from detonating you have to blow it up, neutralizing the charge. What I was surprized with was how fast it blows up after you activate it. A very good unit for use before an attack if you can get it in their base alive with life to spare.
Missle Sub:You never pick a map with water if you're soviets, right? wrong. With this new sub, the soviets run the sea. This sub is equipped with missles almost as strong as the cruiser's and totally more accurate. Just like regular subs, it can submerge and become invisible to the ennemy. For twice the price of normal subs, the missle subs are a very good deal. A good tactic is to stockpile these subs, approach their base, and then BAM, they won't know what hit them.
My Review |
I found that with aftermath there was something missing but there was also more to work with, but not enough. My overall grading out of 10 of Aftermath would be 7, because it will provide more Red Alert for me to play and it fixes most bugs and upgrades westwood chat.
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