Rifle Infantry
- These guys work great in packs against enemy structures
- Sending a few along with a pack
of tanks helps to eliminate any infantry that
are sent to defend against your
attack
- DON'T try sending these against a flame turret (duh)
- Basically the same as the minigunner from C&C
Rocket Soldiers
- Try using packs of five against
Soviet MIG attacks. I find that they are not as
accurate as the AA guns, but they
pack a big punch. If you are using them
against Yaks, have a lot of them
in case some get killed.
- The same rule goes for using these
against enemy ground units. Don't use
them against V2's unless they have
just fired at something else and you can
destroy them before their next
shot. Great at taking out medium tanks.
- DON'T use these against enemy infantry.
Medics
- These are one of the most underused
infantry units in the game. By putting
one of these guys with a group
of rocket soldiers or riflemen, they can make
the group last twice as long!
- These work GREAT with Tanya.
- They will automatically repair
anyone within 1 square of themselves, even
during battle.
Spies
- These units provide vital information
on your opponent when you can
infiltrate one of their buildings
- To your opponent they appear as their own color.
- By putting them inside of your
enemy's sub pen, you get a "sonar pulse"
which allows you to see all of
your opponents submarines for about 10
seconds.
- Other structures they can infiltrate
are: construction yard (see what opponent
is building), ore refinery/silo
(see how many credits opponent has), barracks
(see what infantry opponent is
building), weapons factory (see what vehicle
opponent is building), power plant/advanced
power plant (see what opponents
power status is), or radar dome
(see what opponent sees and coolest of all,
intercept messages sent between
players in multiplayer!
- To obtain this information just click on the structure that you infiltrated
- To defend against these you have
to 1) build dogs and place them on "guard
mode" around your base, or 2) look
for infantry of your color that are moving
even though you didn't instruct
them to. If you suspect that a spy is already in
your structure you can either blow
it up by hitting CTRL to force attack, or sell
the building.
- Use a spy to scout out your opponent's
base before your GPS satellite
launches. Don't leave him where
he is likely to be run over though (like in front
of a refinery). Submitted by Mark
Cheng.
Engineers
- These can take over buildings
whose power is in the red (you lose the
engineer)
- By sending these into an enemy
building that is not red it will damage them
(you lose the engineer). It takes
about 2-3 engineers to get a building down to
the red. A better way to do this
is by attacking it with vehicles, then telling
them to stop before they destroy
it
- An engineer can be used to repair
one of your own building back to full
power (you lose the engineer).
- It's a good idea to send these
in packs of two, one to take over the building
and one to repair it to full health
(unless you plan on selling it anyway)
Tanya
- Very similar to the commando in
C&C but MUCH faster at destroying
infantry
- In single player missions if she dies, the mission ends as a "mission failure".
- Keeping one around the base to
defend against paratrooper attack is a good
idea. She also goes well with an
attacking force to either take out defending
infantry, or to take out enemy
builings (NOT tesla coils or flame turrets.)
- DON'T try to use her against enemy vehicles.
- If she is getting swamped with
guys, run away then kill a a few, run away
then kill afew, etc.
Thieves
- These guys can be used to steal
credits from enemy refineries or silos. They
take half of what your opponents
owns at that time.
- They don't work very well and
usually get killed before you get in through the
front door (if you saw a guy wearing
a black trench coat walking into your
base wouldn't YOU kill him?) It's
really not worth the trouble or the money to
use these.
-The best way to get one in to your
opponents base is with a distraction such
as Tanya. Submitted by Mark Cheng.
Ranger
- Similar to the humvee in C&C, these are used mainly against enemy infantry.
- These are good for scouting out
territory because they are the fastest unit in
the game.
- Send some of these with a pack
of tanks to take out any infantry that is
defending against you.
- These are AWESOME when used in
packs of 4 - 5 against enemy ore
trucks that have wandered out too
far from their base. They work better than
tanks because they are faster and
their weapons don't miss. By the time your
opponent figures out what is happening,
his truck driver will be splattered all
over the place!
APC
- These are used to transport infantry. They can carry up to five units at a time.
- These make good scouts because of their speed.
- It's amazing how well these take
out enemy infantry. Run over them! If they
start running, shoot at them, they'll
hit the deck, and you can squash 'em. Try
lining these up in a line, hitting
"F" to keep them in formation, and now you
have a BIG squashing group. Try
this - it's a lot of fun to watch your APC
drivers picking dead guys out of
their treads.
Light Tank
- They have almost the same weapon
as the medium tank, but their weak
armor makes them an easy target.
Try to keep a few medium tanks in front of
them to absorb the damage while
they put holes in your opponents armor.
- They are pretty fast, so when
attacking your opponents base speed past the
base defenses an head right for
that building you wish wasn't there.
- They work best in big packs, kinda like the NOD recon bike from C&C
- If enemy infantry starts to bug you, run 'em over.
Medium Tank
- These are bigger, hit harder,
but are slower than the light tanks. These pack
a pretty big punch.
- These also work best in big packs against enemy vehicles/buildings
- Try to send a few rangers with
these to take out enemy infantry because they
move to slow to effectively run
them over, and their cannons are very
inaccurate against moving targets.
- These are about the only hope
for the Allies against soviet tank attacks. Just
pump out a TON of these and keep
them in the choke points of your base.
Artillery
- I haven't found much use for these,
because they have a very weak armor
and move to slow. By the time you
get them to your opponents base, you are
scraping their pieces of them out
of the snow.
- They only thing I've found they
can do is take out groups of infantry, but
there are better units for that.
AT Mine Layer
- Many people underestimate these
units. They are great for when your
opponent is sending a million vehicles
at you. Just spread them out in the
choke points of your base/ of the
map, and it will weaken your opponents
attack force.
- Your vehicles will NOT run over these unless you force move them.
- You can destroy these by force-firing
at them, but be careful because you
could take out your whole patch
if a chain reaction starts
- I LOVE to put these in a enemy's
ore patch! Their harvesters go to pick up
ore and WHAM, their gone. Also
your opponent (or you) can't force-fire on
these, because they are over gold/crystals.
Their only choice is to run them
over with something!
- They only go off when a vehicle runs over them, infantry just walks around.
- 2-3 mines will take out most vehicles
Ore Truck
- The Achilles heel of the game,
if you don't have these, you don't get credits,
therefore you don't get units or
builings (this also applies to your opponents!)
- These are pretty dumb and will
sometimes just stop in the middle of nowhere
so keep an eye on them.
- A truck filled with ore holds
700 credits worth, a truck filled with crystals
holds 1400 credits worth.
- You can have a lot of these working
off of one refinery at the same time
because they unload rather quickly.
- It's usually a good idea to guard
these with something in case your opponent
starts to attack them (something
with surface-to-air capabilities is the best
choice)
- These trucks repair themselves up to half way if they get attacked
Mobile Gap Generator
- These are one of the most underestimated
units in the game. They are very
versatile. They create a shroud
around them of about a 2square radius
- An expensive and base-cluttering
idea is to scatter them around you base
instead of regular gap generators,
or in case your power goes off line, but this
in highly UN-recommended.
- A better use is to keep them with
a group of tanks that are getting hammered
by enemy MIG's or helicopters.
Would you rather have your opponent waste
his spy planes on these shrouds
trying to kill your tanks than on your buildings?
- Bluff your opponent by sticking
one of the in the middle of nowhere. It's fun
watching your opponent send a fleet
of 10 tanks to find just a gap generator.
- NOTE: they don't create a shroud while moving
Mobile Radar Jammer
- These are VERY annoying to your
opponent. They disable your enemy's
radar when they get within a 10
square radius.
- They are great to send in while
making an attack because it'll give your
opponent a sense of insecurity,
and he'll be frantically looking for attacks
coming from different sides, and
taking his eyes off of the real battle.
MCV
- By deploying this vehicle, you
can create a construction yard, the basis of
your bases. (he he)
- Keep these well guarded while
moving to a new location, unless you want it
to go unnoticed.
- It is well worth the 2500 credits
for one to start a second base right near a
patch of ore, because that will
pay for itself with the speed at which you collect
credits
- You cannot refold these without using a cheat program
Transport
- These are used to transport up to five land units over water.
- Try loading one up with 5 APCs
filled with guys (=5 APCs and 25
infantry!!!)
- They are the fastest water unit and are good for picking up water crates too.
Gunboat
- This is the weakest of the Allied
ships, but it is faster than the other two
boats.
- These have the ability to shoot
onto land, but they can only reach about 4
squares in. Their best use is to
guard your cruisers with them (destroyers are
better for this)
- I generally don't use these unless
my naval yard is under fire and I need to
pump out sub killers quickly
Destroyer
- These are the most effective sub hunters available to the Allies.
- These, like most vehicles work
better in packs. You need about 5 of them to
take out 7 subs.
- These are also useful if your
base has a choke point near water. Place a few
of these there to soften, if not
kill, anything that tries to walk in the front door.
Cruiser
- These guys are AWESOME for destroying
buildings, but they don't do too
well with moving targets.
- What they lose in accuracy, they
make up for in power. About 4-5 shots
from one of these can destroy a
building. 2-3 can take out a stationary tank
- ALWAYS back these up with a ton
of destroyers because these guys can't
shoot subs. You need to guard them
so one sub doesn't take out your whole
fleet of cruisers
Longbow Apache
- This is the only air unit available to the Allies, so use it wisely!
- These can fire off 6 hellfire missiles before they have to reload.
- These are great for attacking
your opponent's ore trucks or land vehicles that
are away from the base.
- There is a bug in the game that
your helicopters will, when assigned to attack
a moving object, they will fly
to where it was when you told them to attack,
and then they will go to the target.
This slows down the time in which it takes
to get them back.
- 4 of these can take out a SAM
at full power without losing any of your own.
I recommend sending at least 5
if not more, just in case.
Construction Yard
- This is the heart of your base.
This allows you to build other structures in the
game.
- Guard this guy carefully because your in trouble if you lose it.
- It's always a good idea to have
two of these in case you lose one. Having
two also produces structures twice
as fast.
Power Plant
- These produce half as much power
as the advanced power plant, but in a
cost to power ratio these win by
100 credits. The only drawback is that they
take up more room.
-Use these if your opponent is constantly
firing atomic missiles at you, because
this will spread out where you
power is coming from.
Advanced Power Plant
- These produce twice as much power
as the power plant, but take up more
room.
- One of these can power any building in the game.
- Up to four of these can be destroyed
with an atomic bomb if they are close
enough to each other.
Ore Refinery
- This is where the ore trucks drop off the ore that they have collected.
- This has the capability of storing
up to 2000 credits (each bar at the bottom
of the picture when selected represents
200 credits)
Silo
- These are where the ore you collect
is stored. They can hold up to 1000
credits worth.
- You can extend the boundaries
of you base by building away from it with
these. Now you can build structures
out at your furthest silo. This is great for
setting up base defenses at choke
points further away from you base.
Barracks
- These are where infantry are produced.
- for each one you build in addition
to the first one, divide the time it took you
to build with one barracks by that
number. (ex. 5 barracks = divide by 5)
War Factory
- These produce land vehicles. The
same rule applies about the more you have
the faster they'll build.
- Unlike in C&C an atomic missile will NOT take these out.
Naval Yard
- These produce sea vehicles. The
same rule applies about the more you have
the faster they'll build.
- Keep a ship or two around just in case your opponent tries to attack it.
- You can send ships back to here to get repaired in between battles.
Helipad
- These are the reloading stations for your helicopters
Pill Box
- These are one of the three base defenses for the Allies.
- These are best used for taking
out attacking infantry, so if your opponent
sends a mixed force, have these
attack his infantry first.
Camouflage Pillbox
- These are are basically the same
thing as pill boxes but they are highly
camouflaged and your opponent will
have a hard time seeing them in the
terrain.
- They also have a better armor
rating than normal pill boxes, so if you have
the extra 200 credits spend it
because I find it's usually worth it.
Turret
- These are the best choice for
when you are constantly getting pounded with
enemy tanks. A group of 4-5 near
your entrances will help slow down a large
group of tanks. Just watch out
for V2s because they can be deadly to turrets.
- Always back these up with pillboxes
to eliminate any infantry coming at you
because their weapon stinks against
infantry. Put the pill box one square in
front of the turret because turrets
have a range of five, pill boxes have a range
of four.
AA Gun
- These are the best defense against enemy air attacks. These guys never miss
- Scatter these not only around
your base, but put some in the direction that
your opponent is attacking from
to kill them before they reach your base.
- Make sure that you have extra
power for these because if you reach low
power, they shut down
Service Depot
- By putting vehicles on this, they are repaired up to full power.
- By putting a mine layer on this,
it gets another five mines loaded and ready to
deploy.
- Keep one of these near your front
line so you can quickly repair units during
battles
Radar Dome
- This structure enables the radar
picture up in the right hand corner of your
screen. This gives you a wider
view of the battlefield
- This also enables other structures and units to be built
Technology Center
- This enables the GPS satellite
which, when deployed, gives you a view of the
entire battlefield.
- This also enables the production of several structures and units.
Gap Generator
- This creates a black shroud with a 10 square radius around the generator.
- By using a spy plane, soviet players
can get a brief glance at what is under
the shroud.
- Place these around your base to
prevent other people from knowing what
you are doing.
- This can REALLY piss off your opponent sometimes, ha ha Yang.
Chronosphere
- This enables you to temporarily
transport a vehicle to another location on the
map.
-Try different strategies like putting
a radar jammer in the back of your
opponents base before an attack,
or putting a mine layer in an ore field in the
back of your opponent's base.
- 1 out of five times a vortex (a
swirly looking object) appears randomly on
the map. It remains until it has
destroyed 5 units or structures.
Missile Silo
- This enables you to fire atomic missiles.
- The more you have the faster the bomb will charge
Sandbags
- These are used to prevent infantry from entering certain areas.
- They can be run over by any tracked vehicle (tanks, APCs, etc.)
- However much these suck, I still don't recommend using them = )
Concrete Wall
- These are used to keep any ground units from entering certain areas.
- These can not be run over.
- These also block tank fire.
Fake Structures
- These can be used to fool your
opponent into thinking that you have a much
bigger base than you really do.
- They come in 4 variations: construction
yard, war factory, naval yard, and
radar dome.
- They have extremely weak armor.
GPS Satellite
- This gives you a view of the entire map.
- This is received by building a tech center.
- I love this damn thing, build a Tech Center ASAP so you can see your opponent's base.
Sonar Pulse
- This gives you a 10 second look at where you opponent's submarines are.
- This is obtained by putting a spy into his sub pen.
Atomic Bomb
- This is the equivalent to the nuke in C&C.
- It is much more effective against structures than it is against units.
- Instead of using on your opponent's
units, try blowing up a patch of crystals
in his base to take away the money
he would have gotten and also to lengthen
the amount of time it will take
for his trucks to go to a farther patch. This can
get REALLY annoying.
- This is received by building a missile silo.
Chronoshift
- This enables you to transport a vehicle to anywhere on the map temporarily.
- DON'T try sending an APC with
men in it because they'll die on the way
over.
- You can use this to harvest ore
on an island or in the back of your
opponent's base.
- This is obtained by building a chronosphere.
- The more Chronospheres you build, the faster it recharges.
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