Allies or Soviets?
We give the nod to the Allies for
several reasons: superior naval power, Gap Generators, tanya-filled APC's,
and medium tanks that are just as good as the Soviet heavy tanks(this i
don't personally agree with, take it up with PCgamer).
It's our belief that it takes a
superior player to play the Soviets and win consistently against the Allies.
So unless you have a death wish or something to prove, play the Allies.
Keep Moving, Soldier!
This is key to Red Alert: keep
moving, keep looking, keep thinking. Always be moving the mouse, always
clicking, and keep your other hand on the keyboard. If you have money in
the bank, build something. If you can't see an area, send a foot soldier
in. When paratroopers are ready, drop them. When a building's ready, deploy
it. this ain't no love-in, so get proactive out there! And we don't
have time here to explain the CTRL and ALT unit grouping commands: they're
in the manual, so go memorize them now. You're handicapped if you don't.
Base-building
The first thing you do when the
game connects is figure out if you are in a corner, and which one. Quickly
lay your construction yard down in as tight a corner as you can, and surround
it with structures- from the second the game begins, you must defend against
Tanya and Engineer attacks.
After your Con Yard is laid down,
build a Power plant. We're assuming you've already sent your fast-moving
APC's to your perpendicular extremes, since you must find yuor nearest
neighbors as soon as possible and keep an eye on what they are doing- are
they building engineers or cranking out tanks?
But if you find you're on a map
ringed with water, then you'll want to build inland, out of potential cruiser
range. Nothing is worse than a cruiser sitting off your cast, out of range
of everything you own, slowly reducing your base to scrap metal.
After the Con Yard and first Power
Plant, your next building is a barracks. Now crank out rocket infantry
while you wait for the next big buildint, the Ore Refinery. Lay the Ore
Refinery down as close as possible to the ore fields, and give it some
breathing room, as those imcompetent ore trucks need a lot of room to maneuver.
After that, build a War Factory (so you can get a second harvester going),
and start cranking out the tanks, then the Radar Dome. After the Radar
Dome comes the Tech Center, which opens up a good deal of alternate paths,
or a second Refinery and War Factory if you're going for the Tank Blitz.
Along the way, you'll be building up more power Stations, both the advanced
and simple kind. The advanced are cheaper and take up less space, but the
simple plants, being more dispersed, are less vulnerable to nuclear strikes
or tanya raids. And that second Ore Refinery is another must; if a Tanya
or air raid takes out your first one and you don't have enough money to
build another, you've already lost.
What to Build
If you're the ALlied player, the
first thing you should build after a Tech Center is the Gap Generator.
Blacking out your base before the other side scouts the layout is the best
thing you can do, and gap generators are the number reason to play as the
Allies. Some of us here at PCG also like to build at least a couple of
mobile gap generators and scatter them around the base, so that even if
the power goes down, the mobile units offer some blackout shielding. Mobile
gaps are also good for those tank battles in the middle of the battle field
where their presence will dissconcenrt inexperienced opponents.
Generally, the fast-Tanya buildup
is the most devastating weapon to use against neophyte players, and for
that you'll also need to get the Tech Center ASAP; although skilled opponents
quickly learn to build up riflemen, guard dogs, camouflaged Pill boxes
adn/or walls to fend off the inevitable.
Don't get distracted in an anti
Tanya defense: a flight of six or eight helicopters will utterly destroy
and opponent with inadequate anti-air defense. That's why rocked troops
are among the best buys in the game; they're effective against both helicopters
and tanks. Always build a rocket man when you don't need to build a Tanya
or some other infantry unit - never let your barracks sit idle. But rockets
are almost useless against Tanya, so make everyfourth rocket man a rifleman,
or save those bucks for camouflaged pillboxes, and you'll have some firepower
against Tanya/Engineer incursions. Artillery units are also excellent against
Tanyas.
The Quick Kill
It's only a minute into the game,
and you've laid down a Barracks and are working on the ore refinery. Your
roving jeep has wandered into a neighbors base and has been shot up by
this starting heavy units. Is there a quick kill option on this guy who's
been crowding you? Yes, there is. You've saved one APC, right? Now build
four or five engineers as your fist infantry units, make them a CTRL-key
group, pakc them into the APC, and pay a visit to your newly discovered
friend. Four engineers on a Con Yard are as deadly as a Tanya raid, but
you'd better do it in the first two minutes of the game, before he's got
Tesla Coils or pillboxes ringing his base. With no construction Yard, he
can build no more, and if he hasn't finished his Ore refinery, War Factory,
or Barracks, he's almost out of the game.
Almost? He is, unless he has an
ally. If you find yourself in this position make friends real quick, sell
all your remaining buildings and rush your remaining units towards your
allies base. When you ahve no buildings, the odds of finding a new MCV
ni a crate increase exponentially. Under the guns of your ally's
base, you can rebuild, and turn a cripplying blow into a minor setback,
and swiftly build yourself back into the menace you should have been.
A Dozen Ways to Win
Once the Tech Center is built,
the game really opens up into a number of paths to victory. Which path
you choose will depend upon a number of variables, which is why it's hard
to offer specific advice, since everything depends on the number of players,
their skill level, your skill level, the proximity of your enemies, and
how much water is on the map you're playing.
The different general attack plans
you can develop include: the oh-so-common tank rush; the air offensive
(immediately building helicopter and/or jet pads as soon as possible, to
go for a quick, jugular slash at the enemy's construction yard, before
he's built up AA defenses); the Admiral path: building a naval base and
cranking out destroyers and cruisers as soon as possible to dominate the
seas; or the Tanya route, a quick and stealthy build of Tanya's and APC's
to devastate unsuspecting and unprepared neighbors.
The Tank Rush
The quickest and most reliable
path to victory is the beloved tank rush, whenrein you do nothing but crank
out tanks, harvesters, War Factories, and refineries, so you can build
tanks that much faster, and each new refinery means that much more money
is coming in. On most maps, this is the way to go, particularly the maps
that come with the game. For those who tire of this Easter Front
kind of game, you'll need to edit your own Red Alert mpas with the editor,
creating battlefields that are not so wide-open and have solid defensive
positions and numerous ridges, oceans, and rivers, re-balancing the game.
In fact, among veteran players, the Tank Rush is used almost to the point
of exclusion, forcing us to play with new maps or modified Redalert.ini
fles if we wish to keep the game fresh.
The Admiral
On maps with a ring of water around
them, building up a navy can be the difference between life and death.
And even on the maps taht feature nothing more than lakes, building cruisers
and destroyers no a lake near your base gives you thatmuch more defensive
fire-power. Plus, with a Chronosphere, you can teleport a cruiser on to
a lake near an enemy's base and wreak long-range havoc where he leasts
expects it.
Never send out cruisers without
destroyers and gunboats, as the small ships are much better at picking
out subs and choppers than the sluggish cruisers. And if no one else is
building ships, one speedy destroyer can pick up all those water crates,
giving you a huge advantage in cash.
The only true defense a powerful
navy is a more powerful nave or flight after flight of aircraft.
Death from Above
An excelent strategy for the air
warrior player with a lot of MiG's or helicopters is the nuke/airstrike
tandem. You want to take out a critical enemy building, but he's got dozens
of rocket men around it. Hit that area with a nuke which will clear out
the rocket infantry. Then swoop in and finish the job with your air wing.
Alternately, if he's built lots fo AA Guns, but few rocket men, nuke his
power plants instead. Many players don't build enough power stations to
withstand a nuclear attack, and once their power goes into the yellow or
red, you can air raid his base with impunity, targeting critical installations
like the Con Yard, Tech Center, and Radar Dome.
But say you're attacking an allied
player with gap generators, and you can't see his base? Send in spies if
you can; otherwise, throw a tank or APC in. Guide it carefully, not worrying
about damage- drive into the heart of the base. Once you find the installations
you want, nuke them, then follow up with the air raid strike. It doesn't
matter if the area goes black after the tank is dead, as long as you got
your attack orders off first. You have bound your air team to on hot key,
right? If not, select all your air units, then hitCTRL and a number key.
Now when your tank penetrates the Gap Generator area, and you see a likely
target, hit the number for your air team and then target that structure.
Air teams will attack under the gap if you tell them what to hit first.
Obviously, these paths to victory
are not all-inclusive, and you'll frequently mix and match strategies from
all camps, depending on how close your enemy is and the land/water ratio
of the map you're playing.
Treaties
Although you will sometimes run
into games that are "No Tanyas" or "Ore truck treaties", particularly on
the Internet gaming services where just getting enough players up and running
can be a chore, in pure LAN/modem play, such pacts are a bit of a cop-out.
It is your responsibility to fight off Tanyas and stake off enough territory
for ore-mining. Tanyas are only dangerous to the unprepared, and no treaty
should be necessary. Tank builders can usually build enough tanks to have
on huge force to dominate the central ore fields, protecting their harvesters
from harm.
And as a worst-case defense against
Tanyas, you can crank out enough tanks to play MAD(Mutually Assured Destruction)
with a Tanya-loving enemy: if he wipes out your buildings with the wicked
woman, you'll have enough tanks to roll down and take out his base, since
he'll have spent all his money on the Tech Center, APC, and Tanyas, while
you've bought nothing but tanks, tanks, and more tanks. You may both lose,
but maybe int he next game, he wont be so eager to send tanyas on you,
adn will instead target some other, more inept patsy.
Alliances
Some ganes will begin with pre-determined
allies: in such games, your job is to find your ally on the map as soon
as possible, and coordinate first defenses, and yhen attacks. Many targets
cannot be taken out by one nuclear bomb, but two or more allies working
in tandem with coordinated nuclear attacks one after the other can lay
an enemy to waste.
But if you're playing every man
for himself in a big map, you had better build up a mixed defensive capability:
Scatter your power plants for surviving nuclear attacks, build lots of
rockets and some anti-air defenses, and try to wall of the approaches to
your base with concrete or lines of tanks to keep tanya-filled APC's out.
And if you're playing "first one you meet is your ally," as we often do
in four to eight player games, find the player closest to you and make
them your ally. That's one less flank to worry about.
Finally, if you're going into a
game with pre-set partners, and you have reason to believe that the map
will let each side build up a while before being tank-mobbed, it often
pays to have on epartner be the soviets, the other they allies. Crank out
an MCV apiece early, build con yards in each others bases, and then temporarily
go to war as you take each others yard with engineers. this should allow
each partner to have access tothe full range of Soviet and ALlied units.
Nothing can be more pleasing than the twin strength of Gap Generators and
Tesla Coils.
End-game
In a closely fought network battle,
the ore will often run out long before the battle is decided. Then the
key to victory becomes crate recovery, and he who has the fastest units
that can span the most territory will recover the most crates, get the
most money, and probably win the game. This is why you build those fast
jeeps and APC's. Also, when you find a bunch of infantry in a crate, scatter
them around teh map and hide them under trees. they will act as "Freedom
Fighters" to distract the enemies and recover crates.
During lulls in the fighting, you
must constantly be scouring your territory for new crates. The vigilant
player will recoup four or five times as much money as the player who does
not understand the value of crates and keeps his eyes nervously fixed on
his base, worrying about Tanyas. And once most of the ore is gone, sell
off all but one of your harvesters by moving them onto the Repair bay and
using the sell key. Keep the one remaining the harvester for scooping up
the ore that will eventually regenerate in the fields near your base.
The Map
Knowing what is going on during
a game of Red Alert is crucial to success. Always run the small map in
your upper right in the max zoom out (click on the globe icon to do so),
so you're seeing not only your units but also everyone else's. Build that
radar dome ASAP so you get the map, and then the Tech Center, for the GPS
satellite. If you're the Soviets, send yourspy planes out to black areas
of the maps as soon as they are available; never wait. Likewise, use your
nukes and paratroopers as soon as they are ready, as you always want to
be maximizing production. If you have no idea where to drop paratroopers,
drop them in or outside your own base for additional defense, as soon as
they are available- just don't get them in the way of your harvesters.
Dropping paratroopers over enmy anti-air is another good tactic, since
it will tie up AA guns who will then ignore a flight of choppers or jets.
Taking out your enemy's map is
a huge step towards victory. Taking out an Allied Tech Center or Radar
dome will do the trick, though if they have Gaps up, you won't be able
to find them. Sacrifice a heavy tank if you have to- send it into his base
under the black shroud, with your mouse ready to drop the nuke on any targets
of opportunity. Otherwise use the spy or paratroops.
Beating Computer Opponents
Red Alert's skirmish mode
against AI players is an excellent way to get your feet wet for multi-player
gaming, though keep in mind the computer players are pretty brainless and
will never be as devious and unpredictable as a human rival. But what they
will do is buid up fast, ridiculously fast, and attack you constantly.
One good tactic to use against
them is to build up air power quickly, form a striek team of six or more
helicopters, and then take out their construction yard. Do it early enouhg,
and the comptuer will have built up no air defense. Next take out his barracks
to choke off his production of rocket men, and after that his base is pretty
much yours for the picking. But he'll sell every building he's got and
throw all his troops in one massive human wave against your base. To beat
it, a Tanya or two can work wonders as can a harvester targeted to run
over the infantry.
SimBase
Occasionally you'll see a peculiar
situation in Red Alert, something we've dubbed "SimBase" This is when two
players, usually newbies, move about the map so cautiously, retreating
like blushing school girls each time they meet, that half an hour later
each side has one gigantic base sprawling along half of the map with massive,
immobile armies reminiscent of a U.N. Peacekeeping force.
If you find yourself in conflict
with one of these tyros, a tough-talking Tanya or two dropped in some forgotten
alley of their sprawling metropolis will usually snap them out of their
timidity.
A neat little strategy I just added,
so this is credited to me!
Well, that was the end of the PCGamer
strategy guide for Command and Conquer Red Alert. You better appreciate
becuase it took me a LONG ass time to type it up. Before I go off to develop
my own strategies, let me mention one thing I did today in a game, it is
kind of cool too. Make sure you have chronospheres, and when your cronoshift
is ready, build a barracks, but don't deploy it, have already about 5 barracks'
in your base so you can pump out infantry fast, once the last barracks
is don't but not deployed, chronoshift an MCV into a far corner of an enemy
base with no defense. Immediately deploy the barracks and start pumping
out tanyas and building turrets/AA guns/camo pillboxes, send tanyas to
tear up your opponents city, by the time they realize what is going on,
lots of buildings are destroyed, once the opponent finally gets rid of
your pesky outpost in his base(unless it kills him first), he will be hurt,
and usually the player himself will be pretty pissed off, which will also
give you a psychological advantage over him. Thanks, and enjoy.
Once again I am giving credit to PCgamer, this info was in their 1997 May and June issues, but does not appear on their site, so I typed it all myself. Go to their page for other crappier strategies on older games.
BTW, I saw Jurassic Park: Lost World on oppening night, it kicks ass, go see it.
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