Red Alert Atlas of Knowledge ------------------------------------------------------------------------ Last update 4/16/00 Table of Contents Written by: RaceCar2003 (RaceCar2003@aol.com) ------------------------------------------------------------------------ I. Copyright and Distribution Information II. Version Information III. Allies A. Story B. Units 1. Infantry 2. Vehicles 3. Aircraft 4. Naval vessels 5. Other... C. Structures 1. Production 2. Defense 3. Other buildings 4. Walls 5. Building Tree D. Strategies 1. Offensive 2. Defensive IV. Soviet A. Story B. Units 1. Infantry 2. Vehicles 3. Aircraft 4. Naval vessels 5. Other... C. Structures 1. Production 2. Defense 3. Other buildings 4. Walls 5. Building Tree D. Strategies 1. Offensive 2. Defensive V. Cheats and Tips VI. FAQ VII. Thank yous VIII. Email ------------------------------------------------------------------------ *****MAJOR CREDIT DUE TO WESTWOOD, THANKS A _TON_***** (http://www.westwood.com/) ------------------------------------------------------------------------ I. Copyright and Distribution Information A. This guide to Westwood's Command and Conquer Red Alert may not be copied, sold, or reproduced without written consent from the author (RaceCar2003), and GameFAQs B. Copying rights 1. Make only one per person please 2. Copy must be complete and give proper credit to creator 3. (Suggested) Economy mode in b/w C. Copyright 1. Copyright 2000 Red Alert Atlas of Knowledge ------------------------------------------------------------------------ II. Version Information A. Version 0.1 - Tried to make my own guide with my own website, failed miserably. B. Version 0.2 - Found out about how to submit to GameFAQs.com. Worked on the guide with unit descriptions, my personal ratings of them, and costs. **Took story, unit armor, weapon, and range from instruction manual **Ratings are not official just my opinion on a scale of 1-10 ------------------------------------------------------------------------ III. Allies A. Story - To resist Soviet aggression against any first and second world powers. Uphold ideals defined in World Association of Nations charter B. Allied Units 1. Infantry a. Rifle Infantry - Has an M-16, this unit is best used against other infantry units, and light vehicles (when in groups). *Do not use against CPU Harvesters, or else they will squish you or send out there entire force at you which can be a good thing* 1) Range: Short 2) Armor: None 3) Weapon: M-16 Rifle 4) Rating: 6 5) Cost: 100 6) My Strategy: Put in groups of four of five to attack enemy infantry or light vehicles as a base defense (The ones that CAN'T run over you!). Make sure that when attacking that you select all of the units at once, and attack one enemy unit until you or it is destroyed. X = Enemy Light vehicle X x x = Enemy Infantry x x x x Z = Your Minigunner x Z Z Z Z Z +------------------------+ | Base | **Do not use againsted ANY tracked vehicles, whatsoever. These versitile units can also be used when attacking as "suicide" units. Used in ones or twos to force soviet V2s to waste there ammo on them, to clear the way for an assault. Z = Your Minigunner | Enemy Base | +-------------------+ ^ | ZZ When facing large attacks set a few about 15 spaces out in front of your base, as they will attack anything that comes within range. If your opponant has targeted his troops to attack the center of your base, then they will run right by, allowing you to weaken the enemy's units (great for anti-V2 defenses). Z = Your Minigunner --+ Z B | Z Z a | <----------<---------------<--Enemy-path---<----------Incoming Units s | ZZ e | --+ b. Medic - He's a doctor (Can't heal himself, go figure?). Put him in guard mode by infantry, and he will run around like crazy healing them relatively quickly when they are injured; best used in groups of two or three (Use the buddy system: thanks Mom). (Always keep two near Tanyas, as they will not go on guard and only attack when provoked, especially near front lines.) 1) Range: N/A (about 1 3/4 spaces) 2) Armor: None 3) Weapon: Bandages 4) Rating: 7 5) Cost: 800 6) My Strategy: Use only for expensive units (Tanyas/Engineers) Have one for every two or three of these units (and put in guard mode). It is a good idea to keep these units near each other so they can heal each other. X = Your Infantry m = Medic X m X X X m X c. Rocket Soldier - Good at killing Tanks, and Harvestors (not CPU), and air units. Put in groups of four or five. 1) Range: Medium 2) Armor: None 3) Weapon: Dragon TOW rocket 4) Rating: 8 5) Cost: 300 6) My Strategy: Anti-Ground Just one; put behind wall inside of base, provides efficiant air cover too. R = Rocket Soldier B = Base Defense +-----------------------+ |BB R R R BBRRBBR R R BB| |R R R R R R R R R R R R| Anti-Air Find out where the enemy's base is. Then make a line from your building that you want to protect about 5 cells long (one cell for every mig, or helicopter) with 4 dudes in each cell towards the enemies air fields AA = Enemy Air Field R = Your Rocket guy CY = Your Construction Yard AA AA | Your Base AA | AA | +-------------------- -------+ |RR Enemy Base |RR RR RR +--+ | RR RR RR |CY| | RR | | | +--+ | A sneaky strategy to damage you enemy's aircraft, is to find a area on the route from their base to yours that is covered (like behind a tree) Then you can get a few free hits on your enemy's expensive aircraft (Do not use against CPU), Works 80% of the time! T = Tree R = Rocket guy AA = Enemy Air Field AA | AA | AA | -----+ Enemy Base +- TTTTTT |R R TTTTTT <----| R TT |R R TT +- +---------- | Your Base d. Spy - Make them, send them out into unexplored regions early. Send into Construction Yards, Refineries, _Radar_ , Sub Pens, War Factories, Barracks, Power Plants, etc... Reveals enemy info. Use as scouts under Gap Generators. **Watch out for dogs** 1) Range: N/A 2) Armor: None 3) Weapon: Information 4) Rating: 7 5) Cost: 500 6) My Strategy: Send them into enemy or allie powerplants (to know when they are low on power, so you can attack at the right time), refineries (to monitor their money situation, silos (same reason), Construction Yard, War Factory, Barracks, Helipad, Air Field, etc... (to know what they are making, and Radar to know how many troops they have, and where. Enter cursor looks like this: \/ (But it is green) \/ \/ e. Engineer - Repairs any of your damaged buildings instantly, captures enemy buildings (When it is in RED), injures enemy buildings. 1) Range: N/A 2) Armor: None 3) Weapon: None (can be used as a weapon against buildings) 4) Rating: 5 5) Cost: 500 6) My Strategy: Against the Computer 1) Put one engineer each into 3 apc's. Send them all at enemy base where it is ungarded. Deploy (Make sure not to deploy near an anti- infantry defense). Go after vital buildings (Construction Yard, War Factory, etc...). It is good to have another engineer (or Tanya) at 99% on hold, and a barracks done (or a tesla coil (Turret)). As soon as you take over a building find space around it. If taking the first method: place the building. Designate it primary. Continue building on almost done engineer (or Tanya). Then make defenses, you tear apart the computers base from the inside out. Primarily used to distract the enemy before a large scale attack X = Enemies A = APC's with one engineer in each B = Section of Building D = Spot to deploy barracks, if you choose to B B BBB^DD BB BBB XB| Path of APC's BBB BBB|DD BB BBB +--------------+ --+ BBB BBB|DD BB+---+XBBB++ Less Guarded \------------+ BBB+-----+ +----+ Entrance \ BB X --+ \ BB XX| |XX X X| \ BB XX XX|Main |XX XX | \ X XXBXXBXX|Entrance |XXBXXBXX X B | | -------------------+ (Well) +--------------------+ | (Defended) | A A A Against a human opponant When playing a human player, one must remember to think different than when playing a computer player. This is the same strategy against a human. A human player should easily detect your raid and stop the engineers in and their APCs before they get a chance to unload and cause any damage. Now add a small attack force (but big enough to grab a lot of attention) to attack a little to the left of the main entrance (See pic) at the same time you sneak your engineers past their weaker entrance. Unless your oppant is really smart, or stupid, depends which way you look at it, he will probably go for the larger force that is attacking his base, and be so distracted by the oncoming force he will either forget the APCs or neglect attacking them. This can easily become the beginning of the end for your opponant. X = Enemies A = APC's with one engineer in each B = Section of Building D = Spot to deploy barracks, if you choose to F = Your distration attack force B B BBB^DD BB BBB XB| Path of APC's BBB BBB|DD BB BBB +--------------+ --+ BBB BBB|DD BB+---+XBBB++ Less Guarded \------------+ BBB+-----+ +----+ Entrance \ BB X --+ \ BB XX| |XX X X| \ BB XX XX|Main |XX XX | \ X XXBXXBXX|Entrance |XXBXXBXX X B | | -------------------+ (Well) +--------------------+ | (Defended) | | ^ | | | \ | \ | \ | \ A \ F F A A \-------------------------------- F F F F F F F F f. Thief - After entering Refinery or Ore Silo it steals half the credits in it. Don't even waste your money on this unit 99.99% of the time. 1) Range: N/A 2) Armor: None 3) Weapon: Fast Fingers (kind of corny, huh?) 4) Rating: 2 5) Cost: 500 6) My Strategy: None, except maybe send into ungaurded ore refineries, but who is lucky enough to find one of those? g. Tanya - Has two .45s, Tanya is the ultimate infantry killing machine. Don't let her near vehicles, especially APCs, Jeeps, Artillery, and V2s. Has C-4 to blow up buildings (Nice!). Tanya can't be put in guard mode (this sucks), you must manually target all enemies that you wish attacked (or let them shoot at her first). 1) Range: Upper Medium 2) Armor: None (teamed up w/Medics can make her last longer) 3) Weapon: Dual Colt .45s and C-4 explosives 4) Rating: 7 overall, 10 against infantry 5) Cost: 1200 6) My Strategy: Kill infantry !!(2 tanyas should do the trick) As Allies: put one Tanya, two medics, and two rocket dudes in an enemy ore field and, they should last quite a while, unless they get squished (Note: don't forget that Tanyas don't attack unless provoked, so keep a watchful eye on them. When the opponant relizes he has a Tanya near him, he may send out a lot of forces to kill her, now that he is distracted crush his base with your main force. \ O / \ O / \ O / \|/ \|/ \|/ +-----+ To enemy | | | | APC | ----------> ore / \ / \ / \ +**---+ field / \ / \ / \ ^ | | /|\ +-------------------------+ | | | +-------------------+ Use against computer raids of infantry, very effective! 2. Vehicles a. AT (Anti-Tank) Mine Layer - This unit has Anti-Tanks mines, they are powerful, but yes, there is a catch; it takes forever to lay them, so only do it if you can spare the time. The Mine Layer carries only 5 mines, and can be reloaded at the Service Depot. 1) Range: N/A (Click deploy cursor to lay a mine) 2) Armor: Medium 3) Weapon: AT Mines 4) Rating: 5 (because of time consumption) 5) Cost: 800 6) My Strategy: Lay them in an ore field (Pic 1)(Note: Can not destroy when in ore fields), in front of your base (Pic 2), or in front of an opponant's base (Pic 3). X = Anti-Tank Mine Pic 1 Pic 2 Pic 3 +--------------------+ +--------------------+ +--------------------+ |Ore field X -- X X X| | X X X X X X X X X X| || Opponant's Base || |X X X X X--- --- X | |X X X X X X X X X X | |+------++ ++------+| | X X X--- ---| | | | X X X++ ++ X X X | |X X--- | | | | X X X X X X X X | |--- | | ++ ++ | | X X X X X X X | | Regular | |+-----++ ++------+| | X X X X X X | | Terrain | || Your Base || | X X X X X | +--------------------+ +--------------------+ +--------------------+ **Don't worry about your own guys running over your mines, because they are smart enough to avoid them. However your own missles, guns, etc... can destroy them so make sure you keep them out of range of all units, especially cruisers, V2s and Artillary (Like you would have any!). b. Ore Truck - Your cash truck (delivers 700 per load of Ore, and 1400 per load of Gems). Send them to closest ore patches, give escort. Protect at all costs. If destroyed, this seriously cripples your war machine. Has the ability to heal up to half-life. 1) Range: N/A 2) Armor: Heavy 3) Weapon: None (effective at squishing infantry, watch out!) 4) Rating: 8 5) Cost: 1400 6) My Strategy: c. Ranger - Useless, except for at beginning to scout. (Use APCs to take out infantry, because of heavy armor. Good for p-o-ing your opponent, by attacking their Harvestors (hehe). 1) Range: Short (about 4 spaces) 2) Armor: Very Light 3) Weapon: M-60 Machine Gun 4) Rating: 5 5) Cost: 600 6) My Strategy: d. Light Tank - With Little gun and low armor this unit is a waste of money unless used in LARGE groups (20-30). Good for in depth scouting of enemy bases at the beginning of a game. What it lacks in firepower, it makes up for in speed and rapid fire. 1) Range: Medium 2) Armor: Medium (pretty crappy) 3) Weapon: 75mm Cannon 4) Rating: 5 5) Cost: 700 6) My Strategy: e. APC (Armored Personnel Carrier) - Transports five infantry units, including dogs (assuming you have them!) across land. Being the lightest tracked vehicle it is ideal for mashing infantry. Has a machine gun, to help against infantry threats. 1) Range: Short (about 4 spaces) 2) Armor: Heavy (very nice!) 3) Weapon: M-60 Machine Gun 4) Rating: 8 5) Cost: 800 6) My Strategy: f. Artillery - Don't buy these, computer does because they are stupid. If you do use as base defense behind wall. 1) Range: Long 2) Armor: Very Light 3) Weapon: 155mm Cannon (nice!) 4) Rating: 3 5) Cost: 600 6) My Strategy: g. Medium Tank - This is the only Allied tank that is worth talking about, but barely, yeah, it is 150$ less than the heavy tank, but has less firepower. Having one 105mm cannon it takes two of these "tanks" to destroy one soviet heavy tank, and up to four to one mammoth tank. Well anyway, since your allies, and you have to buy tanks, buy these, and a _LOT_, "remember strength in numbers". 1) Range: Medium 2) Armor: Heavy 3) Weapon: 105mm Cannon 4) Rating: 6.5 5) Cost: 800 6) My Strategy: h. Mobile Gap Generator - The mobile version of the Gap Generator. Much smaller range, use to conceal sneak attacks. Don't bother with these against the CPU. 1) Range: Short 2) Armor: Light 3) Weapon: Shroud Generator 4) Rating: 0 against CPU, 7 against human 5) Cost: 600 6) My Strategy: i. MCV (Mobile Construction Vehicle) - A new base all in one, what you start with. To deploy click on the unit's deploy cursor. Be sure to keep these well protected, as are a favorite target of the enemy (human enemy), especially the MIG. Very expensive, another reason to keep safe. The MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. The more of them you have the faster construction will proceed. 1) Range: N/A 2) Armor: Medium 3) Weapon: None 4) Rating: 6 5) Cost: 2500 6) My Strategy: j. MRJ (Mobile Radar Jammer) - If near the enemy's radar dome (within 15 spaces), this unit will effectively shut down the enemy's radar. Good to put near an enemy base, before attacking. 1) Range: Very Long (15 cells) 2) Armor: Light 3) Weapon: White-noise generator 4) Rating: 0 against CPU, 6 against human 5) Cost: 600 6) My Strategy: 3. Aircraft a. Apache Longbow - The Allied attack that is useless. Impossible to kill infantry, and hard to hit moving targets. Longbows will get slaughtered if they encounter a lot of AA defenses, so only attack unguarded objects, and keep AWAY from rocket dudes. Can attack other helicopters in the air?? 1) Range: Short 2) Armor: Heavy (yeah, right) 3) Weapon: Hellfire missiles 4) Rating: 5 5) Cost: 1200 6) My Strategy: 4. Naval Vessels a. Transport - Carries up to 5 land units across the water at once, must unload and reload on shoreline. Most vulnerable when loading/unloading. 1) Range: N/A 2) Armor: Medium 3) Weapon: None 4) Rating: 7 5) Cost: 700 6) My Strategy: b. Gunboat - Fast ship good for scouting for subs, I would rather use a transport, don't bother buying them, they suck. 1) Range: Short 2) Armor: Light 3) Weapon: 2-inch deck gun and depth-charge launcher 4) Rating: 3 5) Cost: 500 6) My Strategy: c. Destroyer - Effective against land, sea and air threats. Good at killing subs, use this to protect Cruisers. 1) Range: Medium 2) Armor: Medium 3) Weapon: Stinger missiles and dual depth-charge launcher 4) Rating: 8 5) Cost: 1000 6) My Strategy: d. Cruiser - Just buy a bunch, but keep away from your own base, and protect with destroyers, and then let the winds of death come. 1) Range: Extreme 2) Armor: Heavy 3) Weapon: 8-inch Artillery cannons 4) Rating: 9.99 (can't attack air or subs, leave that up to destroyers, but who cares!?) 5) Cost: 2000 6) My Strategy: C. Allied Structures 1. Production a. Construction Yard - Once the MCV deploys, it turns into the Construction Yard: this structure constructs all other structures in your base. Protect at _all_ costs!! 1) Armor: Heavy 2) Purpose: Allows construction of all other base structures 3) How many per base: 2 at least 4) Cost: 2500 (MCV) 5) My Strategy: b. Power Plant - Output is 100 power. Only build one of these at the beginning of battle, then construct Advanced Power Plants. Total output is determined by it's health, so keep them at full health to receive maximum power output. 1) Armor: Light 2) Purpose: Provides power for base structures 3) How many pb: 1 to start with only at one base 4) Cost: 300 5) My Strategy: c. Advanced Power Plant - Output is 200 power. Use these as your main source of power. Use them to power power-hungry structures like the Allied Technology Center, and the Soviet Tesla Coil. Beware as the fool who groups his power, shall lose them all in one big bang (Nukes), be not this fool. 1) Armor: Light 2) Purpose: Provides power for base structures 3) How many pb: as many as needed plus 5+ (Especially with soviet) 4) Cost: 500 5) My Strategy: d. Ore Refinery - Processes and stores Ore that is delivered via Ore Trucks. Very important structures to protect (especially against air units). 1) Armor: Light 2) Purpose: Smelts, stores, holds, and converts ore into spendable credits. 3) How many pb: 3-7 4) Cost: 2000 5) My Strategy: e. Ore Silo - Don't buy these. 1) Armor: Light 2) Purpose: Holds smelted ore 3) How many pb: 0 (due to bug in game they are not needed!) 4) Cost: 150 5) My Strategy: f. Tent Barracks - All Allied infantry are produced here. Don't bother investing a lot of resources into protecting these, as how they build quickly, and are cheap. 1) Armor: Light 2) Purpose: Trains Infantry units 3) How many pb: 2 at original base, and 1 every other base 4) Cost: 300 5) My Strategy: g. War Factory - Builds all vehicles. Protect dearly. Costs a bunch so don't let them get destroyed. Building multiple War Factories decreases the amount of time required to create a vehicle. 1) Armor: Light 2) Purpose: Construct vehicles 3) How many pb: 2 (one in front of each base, one in the back of each base) 4) Cost: 2000 5) My Strategy: h. Naval Yard - builds and repairs all Allied naval vessels. Building multiple Naval Yards decreases the amount of time required to create a naval vessel. 1) Armor: Light 2) Purpose: Constructs and repairs naval vessels 3) How many pb: 2 at original base, and 1 every other base 4) Cost: 650 5) My Strategy: i. Helipad - Builds the Apache Longbow and reloads it. Recommended one pad for each helicopter. Each new helipad comes with an Apache. Note: when the primary helipad is occupied additional helicopters will be flown in from any direction (not necessarily from a safe direction). 1) Armor: Light 2) Purpose: Constructs and reloads helicopters 3) How many pb: in packs of 4, 6, 8, or 10 4) Cost: 1500 5) My Strategy: 2. Defense a. Pillbox - Is pretty good at mowing through infantry, but has pathetic armor. Don't use, well not recommended. 1) Armor: Medium 2) Purpose: Anti-Infantry defense 3) How many pb: 0 4) Cost: 400 5) My Strategy: b. Camouflaged Pillbox - Identically equipped as the Pillbox and better armor, is excellent at ripping holes through soviet uniforms. This structure is the recommended choice of anti-infantry defense for the allies, and great for internal base defenses. Very effective against paratroopers. The best, but sometimes neglected feature of the Camouflaged Pillbox is the fact that it IS camouflaged! it has the ability to blend in with the surrounding terrain. 1) Armor: Heavy 2) Purpose: Anti-Infantry defense 3) How many pb: 2-4 per entrance, and up to 15 scattered throughout each base 4) Cost: 600 5) My Strategy: c. Turret - A Turret-mounted 105mm cannon. Very effective at killing tanks, one-on-one it can almost take out a mammoth tank! Also, in groups the Turret is effective against infantry threats too (but not mass raids, use Camo Pillboxes with Turrets for those). This unit is a effective anti-tank defense, because it is heavily armored, and has a pretty good range. 1) Armor: Heavy 2) Purpose: Anti-tank defense 3) How many pb: 4-6 per entrance, and up to 10 scattered around, and in each base 4) Cost: 600 5) My Strategy: d. AA (Anti-Aircraft) Gun - Great firepower, but it's range is not good. Don't try to send aircraft over these (when they're powered, spys can reveal that info to you) or else they may not come back. Very deadly when at close quarters. 1) Armor: Heavy 2) Purpose: Anti-aircraft defense 3) How many pb: 1 for every 3 buildings (not including wall) 4) Cost: ??? 5) My Strategy: 3. Other buildings a. Radar Dome - The Radar Dome gives you an overhead view of the battlefield when fully powered, and the access to new and more powerful units. 1) Armor: Light 2) Purpose: Provides radar 3) How many pb: 1 (Sell once you get Tech Center, and replace w/ power) 4) Cost: 1000 5) My Strategy: b. Technology Center - In addition to it's function is to provide more advanced units on the Allied side, the Allied Technology Center gives the Allies use of one of the most powerful units... well weapons in the game, the Global Positioning Satellite (GPS). Allows production of the units Gap Generator, CRUISER, and Tanyas (yeah!). Don't forget, you do not have to launch the GPS Satellite, it will launch itself; so don't waste your time by watching for the icon to say "ready". 1) Armor: Light 2) Purpose: GPS Satellite launch and construction of high-tech structures 3) How many per base: 2 at original base, 1 at every other base 4) Cost: ??? 5) My Strategy: **Takes 8 minutes for GPS to launch c. Gap Generator - Excellent structure for multiplayer games, pointless for single player. With its ability to hide itself from radar, and on screen view, the Gap Generator is a very useful unit, when trying to conceal your actions from your enemies. The Gap Generator allows the Allies to hide their base from enemy sight. Even after an enemy scout comes, his explored terrain will be re shrouded quickly by the gap generator if he explores under that area. Requires power to function. 1) Armor: Light 2) Purpose: Creates shroud 3) How many pb: enough to cover base, and a little outside of it only in multiplayer, in single do not bother to build any, the computer can see under your base anyway. 4) Cost: 500 5) My Strategy: d. Chronosphere - The Chronosphere has the ability to "cronoshift", or teleport any unit to any explored area on the map. There is what some might consider a drawback, the shift is not permanant, the shifted unit comes back to it's origin location when the Cronoshift bar is halfway done. Since this is a new technology, certain side effects have been shown, that is if the Chronosphere is used excessively... 1) Armor: Light 2) Purpose: Provides chronoshift 3) How many pb: 1 total, 2 if your paranoid about capture or destruction 4) Cost: 2800 5) My Strategy: **Takes 7 minutes to charge e. Service Depot - repairs any damaged vehicle that you move onto it. The Mine Layers can be re-loaded by setting them onto the pad. This is efficient, because repairing a vehicle is much faster than building one, and costs a fraction of the original price. This structure is also required to have the ability to build MCVs. This is a worthy investment. 1) Armor: Light 2) Purpose: Repairs and reloads vehicles 3) How many pb: 1 or 2 (up to three at forward outpost) 4) Cost: 1200 5) My Strategy: f. Missile Silo - Provides nuke, nuf said. (Use Nuke on infantry and buildings, not defense buildings) 1) Armor: Medium 2) Purpose: Mechanism used to launch Nuclear Missile 3) How many pb: 1 total, 2 if your paranoid about destruction 4) Cost: 2500 5) My Strategy: **Takes ?? minutes for the nuke to charge g. Fake Structures - The Allies have four fake structures that they can build in order to trick their opponents the are the fake Construction Yard, War Factory, Radar Dome, and Naval Yard. These only have a small percentage of the hit-points of a normal structure, but can be used to attempt to trick the enemy into attacking them, saving you valuable time (Suprisingly this works against the computer!). 1) Armor: None 2) Purpose: Deceives the enemy 3) How many pb: As many as you want 4) Cost: 50 5) My Strategy: 4. Walls a. Sandbag Barrier - is good for nothing, don't bother with these, buy concrete 1) Armor: Light 2) Purpose: Stops any untracked unit 3) How many pb: 0 4) Cost: 25 5) My Strategy: b. Concrete Barrier - Much more effective than the Sandbag Barrier, Concrete Walls are not crushable and block all units (except airborne), and many projectiles. 1) Armor: Heavy 2) Purpose: Stops any unit except air 3) How many pb: Enough to surround base, also suggested surround Construction Yards 4) Cost: 100 5) My Strategy: 5. Building Tree Construction Yard*............CY Power Plant...................PP Concrete Wall.................CW Sandbags......................SB Barracks......................BB Advanced Power Plant..........AP Naval Yard*...................NY Ore Refinery..................OR Pillbox.......................PB Camo Pillbox..................CP Turret........................TU Silo..........................SI War Factory*..................WF Radar Dome*...................RD Service Depot.................SD Technology Center.............TC Helipad.......................HP AA Gun........................AA Gap Generator.................GG Chronosphere..................CH Nuke Silo.....................NS *Fake Structures may be built once original structure is built CY* | +---+---+ | | | CW SB PP --+---+---+ | | | | BB AP NY* OR | | +---+---+ +---+-----+ | | | | | | PB CP TT SI WF* RD* | | +---+ +---+---+ | | | | | SD TC-TC HP AA | +---+---+ | | | GG CH NS D. Strategies 1. Offensive a. Not completed 2. Defenses a. Not completed ------------------------------------------------------------------------ IV. Soviet A. Story - It came to Stalin in a series of dreams. The birthright of the Soviet empire is nothing less than conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less than conquering the spirit and dominating the actions of every Soviet citizen. B. Soviet Units 1. Infantry a. Attack Dog - The Attack dog is the only unit in the game that has the ability to detect spies. They are also very effective at stopping infantry raids. To protect from spies put in guard mode spread out all over your base. 1) Range: Very Short (sometimes will jump up/down a cliff when attacking!) 2) Armor: None 3) Weapon: Teeth 4) Rating: 5 5) Cost: 200 6) My Strategy: b. Rifle Infantry - Has an AK-47, this unit is best used against other infantry units, and light vehicles (when in groups). *Do not use against CPU Harvesters, or else they will squish you or send out there entire force at you which can be a good thing* 1) Range: Short 2) Armor: None 3) Weapon: AK-47 Rifle 4) Rating: 6 5) Cost: 100 6) My Strategy: c. Grenadier - The Grenadier is an effective unit, because of it's range and it's splash radius (The amount of damage it does when not a direct hit). Although many gamers recommend these units in packs, I do not, because if one dies they all we be hurt or killed when that one blows up (Same with Flamers). But, I find that these units can and will be effective when placed in random places around the base, solo or in packs of two. Very effective at taking out rocket men though. 1) Range: Medium 2) Armor: None 3) Weapon: Grenade 4) Rating: 5 5) Cost: 160 6) My Strategy: d. Flame Infantry - Excellent anti-infantry defense (especially against engineers), that is mobile. However, don't group these guys together with other infantry, they will fry' em up! If I decide to use these guys (I usually don't because they are relatively expensive), I set them outside of my base on guard mode, oh... and they take care of rocket infantry pretty well. 1) Range: Short 2) Armor: None 3) Weapon: Flame-Thrower 4) Rating: 4 5) Cost: 300 6) My Strategy: e. Engineer - Repairs any of your damaged buildings instantly, captures enemy buildings (When it is in RED), injures enemy buildings. 1) Range: N/A 2) Armor: None 3) Weapon: None (can be used as a weapon against buildings) 4) Rating: 5 5) Cost: 500 6) My Strategy: f. Tanya - Has two .45s, Tanya is the ultimate infantry killing machine. Don't let her near vehicles, especially APCs, Jeeps, Artillery, and V2s. Has C-4 to blow up buildings (Nice!). Tanya can't be put in guard mode (this sucks), you must manually target all enemies that you wish attacked (or let them shoot at her first). 1) Range: Upper Medium 2) Armor: None (teamed up w/Medics can make her last longer) 3) Weapon: Dual Colt .45s and C-4 explosives 4) Rating: 7 overall, 10 against infantry 5) Cost: 1200 6) My Strategy: 2. Vehicles a. Ore Truck - Your cash truck (delivers 700 per load of Ore, and 1400 per load of Gems). Send them to closest ore patches, give escort. Protect at all costs. If destroyed, this seriously cripples your war machine. Has the ability to heal up to half-life. 1) Range: N/A 2) Armor: Heavy 3) Weapon: None (effective at squishing infantry, watch out!) 4) Rating: 8 5) Cost: 1400 6) My Strategy: b. Heavy Tank - Very useful for Soviets. Use as main attack force against allied bases. This unit's good armor, firepower, and quick building time (with multiple War Factories). 1) Range: Medium 2) Armor: Heavy 3) Weapon: Twin 105mm cannons 4) Rating: 7 5) Cost: 950 6) My Strategy: d. AP (Anti-Personel) Mine Layer - This unit is used only as an anti-infantry defense. If tanks run over these it destroys the mine, and doesn't hurt the tank, so don't put these out in the open. 1) Range: N/A (Click deploy cursor to lay a mine) 2) Armor: Medium 3) Weapon: AP Mines 4) Rating: 2 5) Cost: 800 6) My Strategy: e. V2 Rocket Launcher - Very, very effective! Used for long range assaults or base defense. Keep guarded with tanks, for they have weak armor, and take a long time to reload. 1) Range: Long 2) Armor: Light 3) Weapon: V2 Rocket 4) Rating: 7 5) Cost: 700 6) My Strategy: f. Mammoth Tank - The games biggest tank. Very effective in mixed groups. Is very effective at taking out infantry (and air units! yes!) with mammoth tusk missiles, and can destroy almost any tank with just 4 shots. On top of that, it takes up to 4 allied small tanks to take out one Mammoth Tank! Need support from heavy tanks on base attacks though. Also, it can repair itself to half health for free, if given time. 1) Range: Medium, Medium 2) Armor: Very Heavy 3) Weapon: Twin 120mm cannons, Mammoth tusk missiles 4) Rating: 9 5) Cost: 1700 6) My Strategy: g. MCV (Mobile Construction Vehicle) - A new base all in one, what you start with. To deploy click on the unit's deploy cursor. Be sure to keep these well protected, as are a favorite target of the enemy (human enemy), especially the MIG. Very expensive, another reason to keep safe. The MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. The more of them you have the faster construction will proceed. 1) Range: N/A 2) Armor: Medium 3) Weapon: None 4) Rating: 6 5) Cost: 2500 6) My Strategy: 3. Aircraft a. Yak - Only useful against large masses of infantry, and only if they do not include rocket infantry (these take the Yaks down like a hot knife through butter. I would not use these, ever. 1) Range: Short 2) Armor: Light 3) Weapon: Twin machine-guns 4) Rating: 3 5) Cost: 800 6) My Strategy: b. Badger Bomber - This is what delivers the paratroopers and parabombs to the battle field. Very light armor. Do not even attempt to send anywhere near anything that can fire at the plane, especially AA guns, they will rip them apart in a second or two. 1) Range: N/A 2) Armor: Very Light 3) Weapon: Parabombs or Paratroopers (Rifle infantry) 4) Rating: 3 5) Cost: Free 6) My Strategy: Just keep them away from anti-aircraft weapons! c. Paratroopers - Dropped from a Badger Bomber, this group of five Rifle infantry, can be placed _anywhere_ on the map. Useful for exploring unknown regions. If dropped in back of a base that is unguarded, this squad has the ability to take out a powerplant, as long as no teslas, flame towers, V2s, or Artllery are around. 1) Range: Short 2) Armor: None 3) Weapon: AK-47 Rifle 4) Rating: 6 5) Cost: Free 6) My Strategy: **Recharges every ? minutes d. Parabombs - These suck! Only use on large concentrations of buildings, since you only know that they will drop within a 5 cell radius of your original destination. If dropping them in the heart of a base, wait... DON'T! The plane won't make it! I hardly ever use these except to blow up enemy ore patches. 1) Range: N/A 2) Armor: N/A 3) Weapon: High-explosive bombs (and inaccurate!!) 4) Rating: 2 5) Cost: Free 6) My Strategy: **Recharges every ?? minutes e. Spy Plane - Used to reveal any area on the map (and about 9 spaces radius around it), just by left-clicking over the shroud, great for scouting the enemy's base (especially under Gap Generators). 1) Range: N/A 2) Armor: Very Heavy 3) Weapon: Camera 4) Rating: 9 5) Cost: Free 6) My Strategy: **Recharges every 3 minutes f. MIG - Used heavily by the Soviets for air raids. Because of it's fast speed, heavy payload, and accurate missiles the MIG is the backbone of the Soviet airforce. Best used on buildings. Six of these units will blow up almost any unit in the game. Do not use on moving targets. Great for Construction Yard strikes. And it reloaded very quickly. 1) Range: Medium 2) Armor: Light 3) Weapon: Heat-seeking missiles 4) Rating: 7 5) Cost: 1200 6) My Strategy: g. Hind - Heavily armored, good in large groups to attack infantry, and harvestors wandering away from base, nothing else. 1) Range: Short 2) Armor: Heavy 3) Weapon: Vulcan chain gun 4) Rating: 4 5) Cost: 1200 6) My Strategy: h. Transport Helicopter - A.K.A Chinook, is able to transport any five infantry (including puppy dogs) to any part of the known map. Be warned: Do not operate anywhere near ANY anti-aircraft units or structures. Great for getting engineers and Tanyas deep into an enemy base. 1) Range: N/A (Click deploy cursor to unload when on ground) 2) Armor: Light 3) Weapon: None 4) Rating: 5 5) Cost: 1200 6) My Strategy: 4. Naval vessels a. Transport - Carries up to 5 land units across the water at once, must unload and reload on shoreline. Most vulnerable when loading/unloading. 1) Range: N/A 2) Armor: Medium 3) Weapon: None 4) Rating: 7 5) Cost: 700 6) My Strategy: b. Submarine - the Soviets only sea-based defense against allied ships. Used primarily to take out cruisers. Westwood made a big mistake by not letting these guys have offensive capabilities, oops! Since these guys have no offensive capabilities, they are pointless in skirmish mode against the computer. 1) Range: Long 2) Armor: Medium 3) Weapon: Torpedo 4) Rating: 8 for defense, 0 for offense 5) Cost: 950 6) My Strategy: 5. Other units a. None C. Soviet Structures 1. Production a. Construction Yard - Once the MCV deploys, it turns into the Construction Yard: this structure constructs all other structures in your base. Protect at _all_ costs!! 1) Armor: Heavy 2) Purpose: Allows construction of all other base structures 3) How many per base: 2 at least 4) Cost: 2500 (MCV) 5) My Strategy: b. Power Plant - Output is 100 power. Only build one of these at the beginning of battle, then construct Advanced Power Plants. Total output is determined by it's health, so keep them at full health to receive maximum power output. 1) Armor: Light 2) Purpose: Provides power for base structures 3) How many pb: 1 to start with only at one base 4) Cost: 300 5) My Strategy: c. Advanced Power Plant - Output is 200 power. Use these as your main source of power. Use them to power power-hungry structures like the Allied Technology Center, and the Soviet Tesla Coil. Beware as the fool who groups his power, shall lose them all in one big bang (Nukes), be not this fool. 1) Armor: Light 2) Purpose: Provides power for base structures 3) How many pb: as many as needed plus 5+ (Especially with soviet) 4) Cost: 500 5) My Strategy: d. Ore Refinery - Processes and stores Ore that is delivered via Ore Trucks. Very important structures to protect (especially against air units). 1) Armor: Light 2) Purpose: Smelts, stores, holds, and converts ore into spendable credits. 3) How many pb: 3-7 4) Cost: 2000 5) My Strategy: e. Ore Silo - Don't buy these. 1) Armor: Light 2) Purpose: Holds smelted ore 3) How many pb: 0 (due to bug in game they are not needed!) 4) Cost: 150 5) My Strategy: f. Barracks - All Soviet infantry are produced here. Don't bother investing a lot of resources into protecting these, as how they build quickly, and are cheap. 1) Armor: Light 2) Purpose: Trains Infantry units 3) How many pb: 2 at original base, and 1 every other base 4) Cost: 300 5) My Strategy: g. Kennel - Trains attack dogs. Don't waste resources protecting them, they are cheap and expendable. 1) Armor: Light 2) Purpose: Trains attack dogs 3) How many pb: 1 total against cpu, 1 at every base against allied human opponents 4) Cost: 200 5) My Strategy: h. War Factory - Builds all vehicles. Protect dearly. Costs a bunch so don't let them get destroyed. Building multiple War Factories decreases the amount of time required to create a vehicle. 1) Armor: Light 2) Purpose: Construct vehicles 3) How many pb: 2 (one in front of each base, one in the back of each base) 4) Cost: 2000 5) My Strategy: i. Sub Pen - Produces all Soviet Submarines and transports. Lightly armored, protect from cruisers and aircraft (as they are a favorite target of these units). Also can repair any damaged (friendly) ship that docks to it (though it costs money, repairing takes little time (you can also repair more than one ship at one time!). As with any other producing building, the more Sub Pens you make, the faster Submarines will be produced. 1) Armor: Light 2) Purpose: Constructs and repairs friendly naval vessels 3) How many pb: 1 or 2 4) Cost: 650 5) My Strategy: h. Airfield - You can build MIGs and Yaks (yuk!) here, on later tech levels, paratroopers and parabombers are provided here. Note: You can only buld one plane per airfield. Having heavy armor and high hit points allows the airfield to withstand a serious amount of punishment before being destroyed. If the airfield is destroyed before a plane lands, the plane will crash soon thereafter. 1) Armor: Heavy 2) Purpose: Produces stores and reloads planes 3) How many pb: 6-8 4) Cost: 600 5) My Strategy: i. Helipad - Builds the Hiind helicopter and reloads it. Recommended one pad for each helicopter. Each new helipad comes with a Hind. Note: when the primary helipad is occupied additional helicopters will be flown in from any direction (not necessarily from a safe direction). 1) Armor: Light 2) Purpose: Constructs and reloads helicopters 3) How many pb: in packs of 4, 6, 8, or 10 4) Cost: 1500 5) My Strategy: 2. Defense a. Flame Tower - Excellant anti-infantry defense, however do not, repeat, do not put these near your barracks or infantry. Very effective at torching pesky little engineers, and paratroopers. Great support defense for Tesla Coils. 1) Armor: Heavy 2) Purpose: 3) How many pb: as many as needed (NONE near infantry), put two near each Construction Yard 4) Cost: 600 5) My Strategy: b. Tesla Coil - Very, very, very effective against anything in groups with Flame Towers. Can destroy a light tank in just one hit. Can shoot either three weak bolts of lightning, or a more powerful one bolt of lightning. If protected by Concrete Wall and supported by V2s and SAM sites, the Tesla Coil is practically invincible.* There is only one drawback for this unit, that it takes up 3/4 of an advanced power plant to run! That's only 4 tesla coils for every 3 advanced power plants (that's 4 teslas for every 800 power!). Watch out for cruisers taking out these or the power supply. Knew there was a catch right? here it is. *Is invincible unless powered down, due to the large amounts of power they require 1) Armor: Medium 2) Purpose: Kill everything (except aircraft, crap!) 3) How many pb: As many as needed plus more!! 4) Cost: 1500 5) My Strategy: c. SAM (Surface-to-Air Missile) Site - The only building type soviet defense. Kind of pathetic compared to the Allies' AA Gun (See AA Gun), except for it's increased range and ability to operate under low power situations. The SAM site is effective against helicopters, badger bombers, and yaks; it will hit MIGS, but chances are that the MIGs will be able to deliver their payloads first (use rocket infantry to take the MIGs out). 1) Armor: Heavy 2) Purpose: Anti-aircraft defense 3) How many pb: 1 for every 2 buildings 4) Cost: 750 5) My Strategy: 3. Other buildings a. Service Depot - repairs any damaged vehicle that you move onto it. The Mine Layers can be re-loaded by setting them onto the pad. This is efficient, because repairing a vehicle is much faster than building one, and costs a fraction of the original price. This structure is also required to have the ability to build MCVs. This is a worthy investment. 1) Armor: Light 2) Purpose: Repairs and reloads vehicles 3) How many pb: 1 or 2 (up to three at forward outpost) 4) Cost: 1200 5) My Strategy: b. Radar Dome - The Radar Dome gives you an overhead view of the battlefield when fully powered, and the access to new and more powerful units. 1) Armor: Light 2) Purpose: Provides radar 3) How many pb: 1 4) Cost: 1000 5) My Strategy: c. Technology Center - Gives the Soviets the abilty to build such advanced units as the Mammoth Tank, Tanyas (In multiplayer mode), and Flamers. Sell after buying (to save space, money, and most importantly power). 1) Armor: Light 2) Purpose: Constructs high-tech structures 3) How many pb: 1 at original base, then sell it 4) Cost: 1500 5) My Strategy: d. Iron Curtain - Gives temporary invulnerability to the controller's choice of buildings or units (used especially mammoth nukes (See Soviet: Strategies: Offensive: Mammoth Nukes) and Construction Yards). 1) Armor: Light 2) Purpose: Provides temporary invulnerability defense 3) How many pb: 1 or 2 total 4) Cost: 2800 5) My Strategy: c. Missile Silo - Provides nuke, nuf said. (Use Nuke on infantry and buildings, not defense buildings) 1) Armor: Medium 2) Purpose: Mechanism used to launch Nuclear Missile 3) How many pb: 1 total, 2 if your paranoid about destruction 4) Cost: 2500 5) My Strategy: **Takes ?? minutes for the nuke to charge 4. Walls a. Barbed-Wire Barrier - This is barely more effective than Sanbags, but still don't waste your money on them. 1) Armor: 2) Purpose: Passive Defense 3) How Many pb: 0 4) Cost: 25 5) My Strategy: b. Concrete Barrier - Much more effective than the Sandbag Barrier, Concrete Walls are not crushable and block all units (except airborne), and many projectiles. 1) Armor: Heavy 2) Purpose: Stops any unit except air 3) How many pb: Enough to surround base, also suggested surround Construction Yards 4) Cost: 100 5) My Strategy: 5. Building Tree Construction Yard.............CY Power Plant...................PP Concrete Wall.................CW Barbed Wire...................BW Barracks......................BB Advanced Power Plant..........AP Sub Pen.......................SP Ore Refinery..................OR Flame Tower...................FT Tesla Coil....................TC SAM Site......................SS Silo..........................SI War Factory...................WF Radar Dome....................RD Service Depot.................SD Technology Center.............TC Helipad.......................HP Kennel........................KE Airfield......................AF Iron Curtain..................IC Nuke Silo.....................NS CY | +---+---+ | | | CW BW PP --+---+---+ | | | | BB AP SP OR | | +---+ +---+-------+ | | | | | FT KE SI WF TC-RD-SS | | +---+ +---+---+ | | | | | SD TC-TC AF HP | +---+ | | IC NS