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Submitted by RPLax34 The Chrono Super Weapon Defense.
Are you tired of all those nukes and lightning storms destroying all your important
structures?? Well here is a solution. When the timer in the super weapon goes out or most likely u hear a warning sign u just use 1
Chrono legionnaire attacking each structure u want safe and when the missile or storm hits the structures only the
legionnaires are killed but your are safe. (This can waste a lot of money with building all those
legionnaires but if it stops your MCV from being destroyed its worth it.)
(make sure u don't do this to early or your structures will be erased from time and in case
you don't no how to force fire u press and hold ctrl and attack the structures.
Submitted by MiN0w1 When your
harvesting your ore on standard maps harvest the patches of gems out of the ore first for more money and whenever near a gem patch harvest that before you harvest ore. This game is all about money and ore truck control.
Submitted by RPLax34 If you can manage to garrison the Kremlin, (or the Kremlin in multiplayer for that matter...) you can build Yuris, regardless what side you are on. Pretty neat for allied players...
Submitted by Simon
Warburton Here is a good strategy for any player, but especially Allied forces. It is expensive, but defiantly worth it. Firstly build and group two sets of attacking forces, 8 or 10 units in each, group A and group B. (Harriers are the best weapon for this) If you use ground based platforms, make sure they are strong and well equipped, but it will probably still be a suicide mission. Next send these forces at the oppositions Construction Yard and War Factories so they attack simultaneously, this prevents new War Factories or MCV being produced. If you have any units left, pull them out and repair them. Now go and attack the barracks, the opposition may send all the units they have left at you, so prepare to defend. Once all three sets of structures have been destroyed, moping up the other buildings is fairly easy. This works especially well against the computer, because after about five minutes, the computer tends to throw the towel in and sell all his structures.
Submitted by KwikfireX Couple
great tactics:
Grounded
So your up against the wall, allied carriers approaching, all you've got is a charged
chronosphere, What do you do? Chrono the Carriers on land--Then watch the fireworks!! Very painful to see from the enemy's view!
Engi Rush
Build 5 engineers, load em up in Flak Traks or Blackhawks, rush em to nme base. Then steal & sell!! *Counter this by building wall around key structures or with
dogs.
Rad Rash
Build about 10 desolators in the begining of the game backed up by tanks, using the tanks eleminate nme defences. Pull out the tanks and deploy the desolators in the middle of thier base. All they can do then is watch their newly built units fry!!! *When they get smart and put up a pillbox or two have your tanks ready **Beware of soviet tdrones!
Fear the French
Use the French MCV to put up a hidden base near your enemie's early on in the game. Put up GCannons (backed up by pillboxes) and shell thier
base.
Tdrone Ambush
Build several Tdrones and place em in the woods (where the nme would have to pass thru) By the time the nme reaches ur base, they'll be severely
weakened.
Submitted by Rolfski A few basic principles: Getting
tank rushed early every time you play as an Allied? Here is the way to not
only to survive those annoying rushers but turn the tide and use these tactics
effectively against them. To give it some name, I called it the ATRA-strategy:
Anti Tank Rush for Allies.
a. Invest in units rather than in prism towers,
etc. so that after surviving the attack you can immediate counter attack his weak
defenses.
b. Counter attack immediately to regain the initiative while he's still
weak.
c. Keep your economy running and expanding too
out boom him in the long run while he's still recovering from the counter attack.
To counter early rushes: use GI's!
Why? Because the are cheap, right available, trained fast in barracks and effective against tanks when used in numbers. Being America even helps more as you get para's for counter attack or extradefence.
Key is to dig lots of GI's in and let them all attack the same tank at a time. This takes out tanks much faster and leads very soon to veteran units.
Here is how its done.
Build order: conyard/power/barracks/ore.
Crank out at least 20 GI's and some pill boxes if you have the money, in case he also attacks with dogs.
To avoid overrun (grizzlies are good tanks for that) split up in 2 groups: slightly scattered and ordered to dig in only just before the attacks starts. This is to
maximize your shooting position. Preferably the 2 groups (10+ each) should be
dug in within each others shooting distance. Number the groups so that you can easily use each group to take out a single tank at a time. Watch the slaughter, it rocks!
Counter Attack!:
After the slaughter immediately go for the counter attack with your GI's, tanks, etc. while expanding your economy at home (build a war factory and at least 3 harvesters). Use the veteran GI units (use "U" button to select) to outreach the sentry guns/pill boxes and let the rest take out the war factory first. If you also can get his ConYard do it, otherwise focus on "easy damage", enough to get structurally ahead with your economy so you can take him out later.
Submitted by Strategy
Games HQ Soviet
V3s: If you play as the Soviets, one of the best way to use the V3 Rocket is
to have about 3 Rhino tanks for each V3 Rocket to protect them. If you have about 5 V3 Rockets and 12 - 15 Rhino tanks you can take out a medium base! One of the reasons is that the V3 Rockets fire very long!
Submitted by
Shen Block
the bridge: To keep your opponents from repairing broken bridges, put a dolphin
(Allies) or a giant squid (Soviets) in the break. That way the bridge can't be repaired unless the dolphin/squid is first killed.
Submitted by
Y. Myers Chrono/IFV
tactic: If you are playing a medium to long game and you have a battle lab with around 6000 credits of extra money, build three or four chrono legions, one engineer and five IFV's. Put each infantry in an IFV and you have chrono IFV's, which are
largely effective for taking out one's base. Back them up with a few grizzlies and GIs, and let them take the beating while quickly transporting their units or buildings into oblivious. (Generate the chrono fire at one object at a time.) Your repair IFV will fix the damaged tanks. Once your IFVs become elite you are
unstoppable. (i took out a nuke silo in about three seconds.) Go for
Power plants first to take out tesla coils and other base defenses. Don't rely on these early in the game though, for they are expensive.
Submitted by
Anony Soviet
formation tactic: When playing as the Soviets build a group of Flak Tanks (filled with Flak Troopers), Yuri's and some V3 Rocket Launchers. Put them in formation with the Flak Tanks in front, the Yuri's in the middle and the V3's in the back. Move to your opponents base and fire on the closest building which is
probably a turret or something and not covered by air defense. By destroying this building you will provoke a land counter attack and the land units will be
mind-controlled by the Yuri's and the airplanes will be attacked by the Flak Tanks or Flak Troopers. Now you have the time to move further to the opponents base with your formation and maybe start another different attack.
Submitted by
bruens1 Use
your spies: If you are playing the allies in a skirmish against two computer opponents, one soviet, one allied; first get two spies; then make the the spies look like their men; then send them in both of the opposing battle labs and you will gain access to the unique units psi commando and chrono commando-but that is not all! I have not completed the experiment yet but if you capture the enemy soviet construction yard, battle lab, barracks, and war factory, you are able to build two new other units. The first is Chrono-Ivan, you should be able to guess what he does, and the second is the mysterious Yuri-Prime unit which
I have not figured out the difference with him except for he is tall and has long fingers.
Submitted by
Chris Fast
Promotions: Grizzlies are very bad against other tanks. So to make up for this (get them elite quick) use them to mow down enemy troops. Tell them to force move on infantry until they become Elite. Even if they don't you can get rid of mass groups of infantry quickly. This also kills almost all infantry rushes.
HINT: don't go for
Tesla Troopers because they can't be crushed.
Submitted by
Maurice Multiplayer
coop tactic: If you are soviet, and you have an allied
player on your team, build a barracks in his base right away. When you build a crazy Ivan and put it in one of his IFVs you have a deadly bomb that is about
twice as powerful as a Libyan truck, 300 credits cheaper, faster, and takes 2 harrier shots to be destroyed instead of just one. Be warned, the best
defense against this is for the other side to send harriers ( or even better, black eagles ) into your base to blow them up in your base before you send them out, causing massive damage to you. Counter this by loading up the crazy
Ivan in the IFV only at the edge of your base, and sending them out immediately. This strategy also has another advantage over using
Libyan trucks: the enemy never hears "My Truck is loaded" when you prepare this attack. ( when an enemy is
Libyan, just build a harrier or two and keep them flying around near the enemy base. when you hear "my truck is loaded", just go in and attack with the harriers ).
Submitted by
Nick Invincible
Demolition Trucks: Build five or six Demolition Trucks and have a fully
charged Iron Curtain ready. Drive the Demolition Trucks into an enemy base
and engage the Iron Curtain on them before enemy weapons can hit them. The
Demolition Trucks will not explode until they reach the target.
Trojan Bus: When
playing as the Soviets, use a Yuri to mind control a school bus. Load five
infantry units into the bus (or Engineers) and drive it inside an enemy
base. The Allies will not fire on the bus.
Submitted by
Neil, Co.
Antrim, N. Ireland 1)
Remember to keep saving your game
(if playing missions) as you progress that little bit more.
2) Take out the flak guns then take out the base by an air assault.
3) Your base should be defended at all costs. Defend your base well and you shall win.
4) The more ore miners the more money:)
5) Build up a size of force for 2 wave attacks coming in at different angles.
6) Last but not least get the
latest game patch.
Submitted by
Sam C. Here's how to get some awesome units not mentioned in the Red Alert 2 manual.
If you are Allies:
Get a spy and send it into another Allies battle lab to receive the chrono commando, this unit is great. A massive machine gun with awesome power and C4's to detonate buildings just like that. Also the unit chronospheres itself to anywhere on the map. The further away the target, the longer it take for him to phase in. My trick is to chrono him just out side the enemies base, far away enough to be out of reach of any
defenses, wait until he has fully phased in and then, send him in to detonate a building (e.g. construction yard). He will almost phase in immediately and blow the building up.
Get a spy and send it into a Soviet battle lab and get the PSI Commando. This unit is basically Yuri, but with C'4s
Submitted by
Tstorm Veterancy
tactic: As an Allied player, put the grizzly tanks in front of a group of prism
tanks. This protects the prism tanks, since they don't have armor worth squat, and allows them to gain
veterancy faster, which makes them more powerful, and better able to defend
themselves. Use this tactic to attack your opponents base, too. Put the veterans in back, with the
cheap grizzlies in front. Just let the grizzlies take the beating.
Submitted by
CharlyAl Terror Drone
Tactic: Since the release of the game, I've tried to play allies on multiplayer, pretty hard to bypass a soviet early rush. But when I switched to the soviets, it seems to be a lot easier to play early games. The key to make your
Soviet rush successful is to weaken enemy forces before you get your main force into combat. The ultimate tool is the terror drone. If the game starts out with 10000, you're safe to pump out terror drone before the war miner. it only cost you 500 and one drone can set your opponent off guard. One thing to watch out is slow computer or game speed. The speed of terror drone is the fastest (I think) in the game, and it's very hard to target it. But if the game speed is slow, 2 tanks or a plane can take it out easily. Once the drone kills a
vehicle, it gets another unit within the time any anyone reacts to it thus making it about 90% invincible,
until all enemy units are dead. Counter measures involves, ally planes with precise targeting, or better, guard your units by a pill box or a sentry gun. Don't go for
Chrono miners because they can be force teleported to the refinery and leave your drone wandering in the field. Go only for a single war miner, because 2 war miners can take out a drone together. Happy droning!
Submitted by
kAmiKazeDUde GI Gauntlet:
(Mass the GIs)
I have found that a 20-30 GI's deployed in the middle of the road (specially
bridges) with a back up of 3-4 unmanned IFV's (rocket IFV) and 1-2
Engineer-manned IFV's (repair IFV) can take on anything that tries to get through, anything except desolators and
Tesla tanks. The GI's would usually become elite and heal themselves so there would be no need to send em back. The GI's kill any infantry (yes even
Tesla troopers and attack dogs) from a safe distance and weaken the vehicles for the rocket IFV's to finish. Even
Flak Tracks and Rhino's get killed before they reach the firing range of the IFV's. This tactic costs only about 8000 to 9000 credits and is a good training ground for your units to become elite for later "pushes" of your
own. The deployed GI's should be at the front area, followed by the Rocket IFV's then the
repair IFV's for more effectivity.
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