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Standard
Game Strategies: These
strategies are the basics used for the game. If your new to RTS games, this is
required reading. You'll find enough strategies below to help you become a
much better player if you apply them when you play the game. Just click on one
of the links below for a quick jump to that strategy section. Enjoy the RADEN
Strategies Center!
Scouting |
Money | Base building | Learning the units |
Garrisoning | Tech Structures
Scouting the map:
Any good commander knows the value of information. Half the battle is
knowing where your enemy is and what he's up to. Once you build a barracks,
you should immediately build infantry and use them to uncover the map and find
your opponents base. Send your infantry to the corners of the map and a few
down the center. Build a few and place them around your base to guard against
your opponent's infantry who will most likely do the same. Remember, the first
few minutes of the game is critical. Your first objective should be to find
and uncover your opponents base and the surrounding areas.
NOTE:
Dogs are great units to use as scouts, and are cheap to
produce. So if you lose a few it won't matter so much. And they are
very fast on the move. They can cover a lot of ground in a short time.
Control
the money: The
player that controls the ore fields generally comes out the winner in medium
to long games. In other words,
if you out-produce your opponent, you will win!
Just keep in mind Red Alert2 was designed for fast and furious
gameplay. But you will run into times when games can go the long route. When
you have control over the majority of the money source you deny your enemy the
only means he has to build his army. Attack his Ore Miners whenever possible.
When you keep this action up he will be pre-occupied with protecting his
Miners. Timid players and those who stay bottled
up in there base don't win many games. It is very important early on in the
game to expand your base. Always expand toward the ore fields as you go. Most
players will use power plants to extend their base and build multiple MCVs to
cover as much of the map as they can. The key is to never stop building.
Types or ore to
mine: There are two types
of ore located on the battlefield. The basic yellow
ore is the most common
and the most plentiful. The Allied Chrono Miner brings in about $500 per trip,
and the Soviet War Miners $1,000. Although the Allied Chrono Miner brings in
less, it Chrono shifts back to the Ore Refinery each time it loads from the
ore field, so it gathers ore faster than the Soviet War Miner, which makes up
for its lighter carrying capacity. You should make multi Ore Factories and
additional Miners to get the flow of money to a good level. The more money you
have coming in, the faster you can build your base!
The second type
of ore is multi-colored gems, which are worth twice what yellow ore is
worth. Whenever possible, you should send your miners to get the gems first
since they generate the most money. Regardless of what ore you mine, always
get the closest first and then extend your base towards other ore fields, or
build an MCV and start a new base just for mining a distant ore field. Just
remember to protect any new base you build.
Some other money
tips: -It's best
to build several Ore Factories and four or five War Miners (Soviet) or Chrono
Miners (Allied). The pay for themselves quickly, and the key is to get your
money flowing as fast as possible so you can build your army without wasting
precious time.
-Because miners
dump their cargo quickly, there's less of a need for multiple Refineries,
particularly for the Allies. The benefit of a second Refinery is that it does
offer you another place for the miners to return to and may shorten the round
trip between the Refinery and the ore field. Also, a Refinery costs only $600
more than a miner, and comes with a miner attached to it.
-Place (at least) your first
Refinery as close to the nearest ore field as possible. Cutting even a few
seconds off that turnaround time, taken over the course of an entire mission,
allows you to produce more quickly and helps you increase your power.
-Also look for ore fields
with a drill at the center. Although most ore will eventually be harvested by
your miners, fields with drills will continue to produce additional ore
throughout the entire mission. This extra ore is generated slowly, but it's
usually enough to keep a single miner busy.
-Another means of income is to capture the oil derricks. When you do this you
will automatically get a constant flow of money. If possible capture at least
two of these. Just remember to protect them once you capture them. If they are
destroyed the money flow stops. And if your enemy captures them, then it would
benefit you to destroy the oil derricks so he/she doesn't get money from
them.
-You can also generate extra
money by having Engineers capture enemy buildings and selling them. You get
only a portion of the actual build price when you sell a structure, which
makes this a losing proposition if you capture and sell a structure that
returns less than the price of the Engineer. Still, the benefit is that you
take a structure away from the enemy and prevent its recapture.
-The most esoteric way to
generate funds is available only to the Allies. Sending a Spy into a Soviet
Refinery gives you a portion of your enemy's total funds. Few things can turn
around the course of a mission like the successful infiltration of a Refinery
by a Spy. Not only do you get the fruits of Soviet labor, you also prevent
your enemy from using that money to create units to fight you. This isn't
always easy to accomplish, but it's definitely worth trying.
Basic Base Building:
When starting your base you need to keep in mind a few basic rules to go by.
Structures that produce units like the Barracks and War Factory should go up
front. Your Ore Factory should be up front also due to the Ore Miners coming
and going all the time. If structures like these are located in the middle or
rear of your base, units have to negotiate through your other buildings and
lose valuable time in either getting to the battlefield or mining the ore. All
your other important structures then go to the rear. As far as using wall, I
do not recommend you wall up your entire base, but rather place walls around a
few select buildings such as your Construction Yard and Special Weapons
Structures like the Nuclear Silo or Weather Control Device. Just want to note
that walls will also keep enemy spies or engineers from penetrating the
structure.
Using Base
Defenses: When
creating your air defenses, it's a good idea to group them. A single
Patriot Missile can stop one or two V3 Launchers, but it does nothing
against a Kirov. One Flak Cannon can take out a Harrier, while two or
three can take out a squadron. Keep your air defenses grouped together
to make them more effective.
-Prism
Towers need to be built in bulk. A single one is good for suppressing
enemy infantry or a small attack, but won't stand up against a
concerted defense. A group of half a dozen can destroy an Apocalypse
Tank with a single shot. Similarly, Tesla Coils should always have two
Tesla Troopers charging them. This increases their range and power and
allows them to continue functioning even if you lose power.
-Sentry
Guns and Pillboxes are also useful. They're relatively inexpensive and
quick to build, allowing you to put down several of them in an
affected area. Even better, they don't rely on your power supply or
drain power from your base.
Using Units
for Base Defenses:
Part of
your initial goal in setting up your base should be to create several
defensive units. Whether this means a collection of deployed GIs or Flak
Troopers acting as temporary air defense, your defensive force should be the
first thing you create.
-Units are preferable to
defensive structures for one very important reason: they're mobile. You can't
uproot Prism Towers and ship them to the other side of your base to defend
against incoming Rhino Tanks. You can move your own Grizzlies to react to a
threat.
-As with setting up attacking
groups, make sure that you plan for every possible contingency. Create units
that can defend against air attacks, infantry, and vehicles.
Here's an
important tip: Do not
build all your Power Plants in one area of your base. If the enemy launches a
Super Weapon against your base, you could end up losing all your power in one
hit. Needless to say, this would be devastating and leave you in a very
vulnerable state. Instead keep your power spread out a bit. It's also a good
idea, if you have the recourses, to build a second base (preferably hidden
from the enemy), and build additional power plants just in case your main base
comes under heavy attack.
Finally, don't
forget to build base defenses to combat both enemy ground and air units. Air
defenses are especially important in later game missions. Always make sure
your most valuable structures are covered by both air and ground
defenses.
Learn the units:
Take the time to learn what each unit is capable of. The best place to learn
is playing skirmish mode against the computer. If you like to use the Allies,
also play with the Soviets so you can understand completely what each unit
does and what its limitations are. A good commander knows his enemies
capabilities as well as his own. The more you know about your opponents units,
the better equipped you'll be to understand what you need to build to counter
whatever units he uses against you.
Every unit has both a
weakness of it own and a good counter in the enemy's army. Grizzly
Tanks and Rhino Tanks are powerful and can tear through enemy
vehicles, but they have a difficult time killing enemy infantry. V3
Launchers have great range and hit hard, but they're fragile and their
missiles don't track moving enemies. Rocketeers can slaughter anything
on the ground, but enemy flak kills them in bunches.
The lesson to learn
here is that your attack groups should never consist of a single unit
type. All of your attacks should contain at least two unit types, and
any more than that would be helpful. A group of Grizzly Tanks is made
much more powerful with the addition of just a couple IFVs. Throw a
couple Rocketeers, some Prism Tanks, and a group of GIs into the mix,
and you've got a group that's difficult to stop and that can likely
destroy a good portion of the enemy base.
The only units that
can stand on their own are Apocalypse Tanks. They can blast through
enemy armor in a single salvo, kill infantry better than most heavy
vehicles, and can also protect themselves against aerial attacks.
However, even these behemoths are better with a few Flak Tracks and
Tesla Troopers to back them up.
In short, your attack
groups should be set up sort of like your base. Plan for every
possible contingency. If you don't plan a defense against air attacks,
your attack can be stopped by air power. If you don't have the ability
to stop infantry, infantry can stop you.
Garrisoning
Buildings: No
other basic strategy is as important to your success as garrisoning buildings
with GIs or Conscripts. There are tremendous benefits, in terms of both
offensive and defensive power, and no drawbacks. Grabbing and keeping neutral
structures affords a strong defense for your base and your units and gives you
a significant advantage in attacking.
Only
GIs and Conscripts can garrison. No other infantry units have this
capability. Garrisoning and occupying a neutral structure will allow
the units inside to fire with much more power. The more units inside
the building, the more firepower they can concentrate on a single
target. And concentrating firepower is the key here. Enemy infantry
goes down in a second or two, while vehicles are destroyed in just a
few moments.
And your units can't
be attacked directly when garrisoned. To reach your units, the enemy
must first damage the building into the red. This will force your
units out of the building to fend for themselves. However, while the
enemy is attacking the building, your troops inside are attacking the
enemy. It takes a lot of firepower to knock out a large garrisoned
structure. Even a small, fragile structure (a hut or small tent) takes
a good amount of damage before being destroyed.
Damaged neutral
structures can be repaired with an Engineer. Although not every
building is worth repairing, ones near your base or overlooking an
enemy position are well worth the price of an Engineer to keep.
Destroying Garrisoned
Buildings: So
if garrisons are so powerful, how do you get rid of them? Fortunately,
each army has several weapons that are extremely effective against
garrisoned buildings.
First, the units
inside a garrisoned building, and thus the garrison itself, can't
attack flying enemies. This means that Harriers, Rocketeers, and
Kirovs are all effective at destroying an occupied structure and
forcing the enemy troops to evacuate. Of all these options, Rocketeers
are the best simply because they're already in position to deal
effectively with the enemy troops once they're kicked out of the
building.
The range of V3
Launchers is much longer than that of the units inside the occupied
building. A couple of these units can destroy a garrisoned building
with just a few salvos.
A particular property
of garrisoned units also makes Chrono Legionnaires useful. Garrisoned
troops attack only one enemy at a time. If you can distract them with
a powerful vehicle to draw their fire, move in a nearby Chrono
Legionnaire and simply chrono the entire structure away. This deals
neatly with the problem of the building itself, as well as all of the
units inside it.
Capturing
Tech Structures:
There
are four types of tech structures: Tech Airports, Tech Outposts, Tech
Derricks, and Tech Hospitals. Each has its own use and each is worth taking.
These structures always start out neutral, so when you find these on the map,
take them, guard them, and use them.
-Tech
Hospitals, when captured, can be used to heal your infantry (troops)
Just get em near a captured Hospital and they will heal back to complete
health.
-Tech
Derricks are a source of income. Capturing one gives you an initial burst
of $1,000, and returns about the same amount of money every minute or so.
These are a great way to supplement your income. Make sure that, when you
take them, you have the units to defend them. If you lose em, the money
flow stops.
-In
essence, the Tech Outpost is a hospital for vehicles, or a Service Depot
located out in the wilderness. This structure can repair any of your
damaged vehicles free of charge. Even better, once captured, an outpost
obtains a small gun that it uses to defend itself against minor threats.
The Tech Outpost also has an anti-air defense.
-This
is arguably the most useful of any of the tech structures. When captured,
this building creates groups of Paratroopers that can be deployed anywhere
on the map. Allied planes drop a group of six GIs, while Soviet planes
drop nine Conscripts. In both cases, these units are essentially free, and
become available every few minutes. There's no limit to the number of
Paratroopers you can create throughout the course of the mission. In
mulitplayer, if an American Player captures a Tech Airport, he gets a
second group of paratroopers. This is in addition to the special Airborne
group (eight GIs) that he gets when he builds and Air Force Command.
NOTE:
Although you can deploy Paratroopers anywhere, it pays to use some
caution. If a transport plane carrying Paratroopers is shot down before
ejecting the troops inside, you lose the troops along with the plane.
Then, you have to wait for the Paratroopers to become available again.
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