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Multiplayer
Strategies
What to expect playing
online: The majority of
games you play against other people online will involve rushing tactics. One
of the most popular, other than the infamous tank rush in the original Red
Alert, was the Engineer
rush. And with Red Alert2
it hasn't changed. There are many ways to carry out the Engineer rush in RA2.
Here's a few of them along with some other great tips that will make your
online playing experience more enjoyable:
Early Engineer
Rush: To be effective
this one must be done as early in the game as possible. This tactic won't work
on everyone, but if implemented correctly will work on many of the players you
encounter online. Build up your base as quickly as possible. You will need a
troop transport and four or five engineers. Load up the Engineers in the
transport, send them to the enemy camp, unload them, and take over whatever
your can. If its early enough in the game and your opponent is unprepared, go
for the Construction Yard first, then the Power Plants. If you get his
Construction Yard you will severely cripple him because he will no longer have
the ability to construct any more buildings. Basically the battle will have
been won at this point. Just a matter of mopping up =)
Engineer/Infantry
Rush: The idea here is to
sacrifice your Infantry to get your Engineers into your opponents base and
take over the buildings. Infantry units are relatively cheap to produce and
are great for drawing fire from enemy defenses while your Engineers make a
dash to take over buildings. Again, if you can do this early in the game, it
will be easier. Also, if your Allied, use IFVs to transport your Engineer
to the enemy base. If your soviet, use your Flak Track.
Combating the
Engineer Rush: Just as
you may be planning to use an Engineer rush against your opponent, he is
likely to be planning the same thing against you. Several things you can do to
defend against it. First, place walls around your Construction Yard since this
is by far your most important building. Second, place infantry inside and
outside your base and put them on guard mode. And use sentry guns or pill
boxes as additional defenses.
Garrisoning
Infantry: This not so
much a strategy, but rather a rule of thumb. Any time your playing on maps
that have civilian buildings on them, try to build your base near a group of
buildings. Then garrison all the buildings you can with your Infantry. A group
of just five garrisoned infantry can cut a tank to shreds in seconds with
little damage to the building or infantry. This is one of the best defenses
you can get in the game. Keep a couple Engineers around so they can
repair your garrisoned Infantry in the event the building becomes damaged. And
keep in mind, if the buildings damage gets into the red, your infantry will
abandon the building.
Chronosphere
Tricks: Of allthe
special weapons, the Chronosphere has a few more fun possibilities than the
others, and can be used offensively in a couple more ways. Many people think
of the Chronosphere as a way to take their own units and put them somewhere
else on the map. But there are some interesting possibilities if you use the
Chronosphere on an enemy. Try the following:
-Grab
attacking enemy tanks and drop them into water, destroying them
instantly.
-Or
grab an enemy navy unit and drop it on land. Again, this destroys
the units instantly.
-When
playing a free for all, grab one player’s units and deposit them
in the middle of another player’s base. You’ve created a mini
war and weakened two enemies at the same time!
-And,
as a last-ditch defense, infantry units affected by the
Chronosphere are killed instantly. You can use this to break up a
rush of enemy infantry.
NOTE:
There is a way to
chrono infantry safely. Any infantry unit can be safely chronoed if
it’s inside a vehicle. So, a Spy in an IFV or a group of GIs in a
transport can be chronoed across the map without damage. This is a
great way to move lots of infantry from place to place.
Using
the Iron Curtain: The
Iron Curtain makes whatever it affects invulnerable for roughly 25
seconds. This is very useful, not to mention it’s a great way to
start off an attack since it gives you a good chance to whittle down
the enemy defenses or blast through some of their units without taking
any damage yourself. Here's some other inventive ways to use the Iron
Curtain:
-Did
you know you can Iron Curtain buildings as well as units? If a
certain building is coming under attack for example, you can
protect it with the Iron Curtain while moving in units to destroy
the threat.
-Same
as the Chronosphere, the Iron Curtain instantly kills any infantry
unit in its area of effect. It can be used to destroy enemy
infantry if need be.
-You
can also use the Iron Curtain on enemy vehicles. Naturally, you
wouldn’t want to do this when they’re attacking you, but you
may find it useful to use the Iron Curtain on the vehicles of one
player attacking a second player.
-How
about using the Iron Curtain on Terror Drones? You’ll give them
a good 25 seconds or so to tear up enemy vehicles, and they’ll
come out just as strong as they were when they went in.
-Consider
using the Iron Curtain on Rhino Tanks instead of Apocalypse Tanks.
And yes, an invulnerable Apocalypse Tank is a mighty force to be
reckoned with, but Rhino Tanks are still plenty powerful, and are
much faster, which allows you to reach more targets.
Using the Spy:
When playing a 2v2 game on multiplayer, an effective spy tactic is to disguise
your spy as one enemy, and send him ( make a bunch) into the OTHER opponents
base so that opponent thinks that his ally is just scouting his base. Here's
some other stuff to do with Spies:
Spies have the
ability to sneak into many enemy structures. One of the most useful is
the Battle Lab. When you get a Spy into an enemy Battle Lab, you gain
the ability to create a new infantry unit. There are four
possibilities.
The most basic tactic
is sneaking an Allied Spy into a Soviet Battle Lab. Do this, and you
will be able to build Psi-Corps Troopers. These are effectively Allied
Yuris, and behave exactly the same way. They’re nice to have,
particularly if the enemy is using Yuris against you.
Get an Allied Spy
into the Battle Lab of an enemy Allied army and you get the ability to
create Chrono Commandos. These units are loads of fun and extremely
useful. They move across the map like Chrono Legionnaires, but
otherwise act like Navy SEALs. They can use C4 on any nearby
structures and kill infantry instantly.
A slightly more
esoteric unit comes about when a Soviet player gains the ability to
create Spies and gets one into an Allied Battle Lab. The new unit is
the Chrono Ivan, a combination of a Chrono Legionnaire and a Crazy
Ivan. This unit has all of the abilities of Crazy Ivan, but also can
chrono across the map.
The rarest unit is
gained by getting a Soviet Spy into a Soviet Battle Lab. The result is
Yuri Prime, a super-powered Yuri unit so deadly you can only have one
at a time. Yuri Prime is really no different from a normal Yuri unit,
but his range is much farther; he’s effective at about the range of
a British Sniper, or almost a full screen away.
Squid vrs. Squid:
If you are playing as the
soviets and the map demands that you fight by sea, you must have squids
to defeat other soviet squids. Send your squids in before you send any
subs or ships. If there are enemy squids in the area then squids will
fight squids while your ships make their way to the enemy base. If
squids get to your ships then they're going to Titanic (deep six) unless
you can somehow magically gain the ability to make dolphins. They are
one of the few units that can effectively deal with the squids. Bottom
line, if you're a Soviet don't head out into battle against a Soviet
enemy without taking along some squids.
The TANK rush - Building mass units:
In the original Red Alert, tank rushing was the main strategy used in the
game. And although in Red Alert2 there are ways to combat this, building lots
of tanks still works. The idea is to take your group of tanks and concentrate
all the firepower on one target at a time. But no matter what you build,
weather it be Tanks, Air units, Naval units, whatever...build lots of them and
attack with all of them. Build as much as you can. Never stop building. You
can never have too much! The object of the game is to overwhelm your
opponent.
Defense against the tank
rush: In multiplayer
online games, don't concentrate so much on building base defenses. It's better
to build a War Factory and crank out tanks, etc. They serve two purposes. They
can be used first for base defense while your building up your base. Then once
you get your base going good, you use them for offensive measures for
attacking. The idea is when he uses the tank rush against you, you in turn use
your tanks for defense. If you defeat his rush and have lots of tanks left
over, go after his base before he can recoup from his losses. In other words,
don't give him the chance to rebuild his army.
Also, use your Infantry for
added defenses. They are cheap to make, and when grouped or garrisoned into
civilian buildings are deadly against enemy tanks. Just target one unit at a
time with your group to be more effective. If you like to play with the
Allies, choose America. That way you'll get the paradrops that deliver eight
GIs.
Special Tip for Allied Players:
Don't use prism towers early for defense. Why? They are expensive, take a lot
of time to build, use substantial energy (Power), have a slow shooting rate,
are mainly effective in numbers and are a passive weapon! Which means that you
don't have a proper counter attack force if you heavily invest in Prism towers
early in the game. Remember, the threat of a counter attack is everything to
hold off experienced rushers. It's better to use the cheap, fast building pill
boxes and GI's to distract tank fire while Prism tanks with Grizzly tanks in
front do the real damage and get promoted fast.
Getting an Online
Partner: One
of the more entertaining things about multiplayer games is that you
can ally yourself with other players for the length of the mission.
The ability to use troops from both armies and combine your tactics
allows for some truly interesting and esoteric possibilities, as well
as some really dirty tricks.
Tricks with an allied
partner range from the simple to the extremely complex. For instance,
in most games, you can place your structures next to the structures of
your allies. Early in the mission, ally with another player who's
using the opposite army (if you're playing Allied, ally yourself with
a Soviet player). Each of you builds an additional Barracks and places
it in the center of the other player's base. Then, break the alliance
and capture each other's Barracks. When you have both done this,
re-create the alliance. Now both of you can produce both types of
infantry. You can do the same with a War Factory, and even a
Construction Yard, when both of you have created MCVs. This allows
both of you to create such interesting possibilities as Tesla IFVs.
Once you've used the
tactic above, break the alliance again and allow Spies to infiltrate
each other's Battle Lab. This gives both of you an additional powerful
unit (specifically, a Yuri and a Chrono Ivan).
The ability to build
structures near allied structures allows for some additional
interesting possibilities, as well. You can agree to place all of your
special weapons in the same base, allowing both of you to group your
base defenses to keep all of your special weapons protected by a mass
of firepower. This does make them more vulnerable to a powerful
attack, but the ability to group defensive structures from both armies
together makes for a very powerful set of defenses to crack.
You should know by
now how difficult it is to deal with units that have been Iron
Curtained. You should also know that chronoed units can cause a
headache, as well. So why not combine these actions? One player uses
the Chronosphere to transport a group of units into an enemy base.
Once inside, the other player should use the Iron Curtain on the
Chrono team and they'll have at least a little time to cause some real
havoc before the effects of the Iron Curtain wear off.
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