
\\\\\\\\\\\\\\-----COMMAND & CONQUER--------\\\\\\\\\\\\\\\\\\\


Red Alert 2 FAQ/STRATEGY GUIDE.

____The whole world must fall to the Soviets, and nothing will stop the 
rage that we unleash...




[TABLE OF CONTENTS]
\------------------\
1) Introduction
2) What is Red Alert 2 - Game Features
3) Allied Units/structures/specials
4) Soviet Units/Structures/specials
5) Tactical information on units/structures/specials
6) Main defensive tips for Allies
7) Main offensive tips for Allies
8) Main defensive tips for Soviets
9) Main offensive tips for Soviets.
10) Advanced strategies
10.1) Allies
10.2) Soviets
11) Secrets/cheats
12) Contact info
13) Credits

\-----------------------------------------------------------------------------
\
1) Intorduction.
\---------------\
Hi guys, here's a strategy guide for the awesome game Command & 
Conquer: Red Alert 2. Caution: There is no walkthrough in here, however, 
I'm considering adding one in the next major update, so stay tuned! For the 
moment you can find all the things you need to know about Red Alert 2, 
and how to strategically make your enemies angry, paranoid, distracted 
and the like. Never forget: Your best defense is offense, but don't 
compromise your defensive strength because you want to attack. Try to 
take your time and hope the enemy isn't too quick about it either. If he is, 
make an efficient attack force, and strike back (just to scare him or to 
damage him in the early stages of the game).

You can use strategies in this guide in the campaigns, but certain missions 
only give you certain units to build, and strategies listed here mostly use 
all 
types of units, so in the first mission, you won't be able to do a lot with 
these missions. I'm sure there is/there'll be a good guide for this, in the 
mean time, I'm working on one of my own. You may be sure that there'll be 
a Primagames Unofficial strategy guide, or one of those superb Game 
Guides of IGN!

I hope you like this FAQ, if not, tell me what's wrong. Also, if anybody 
wants to contribute to this FAQ, you are more than welcome! Just mail your 
additions to: bloodfreak@hotmail.com, and use Red Alert FAQ as you 
subject, thank you. I'm trying to make this guide as big and as precise as 
possible (well that Walkthrough should help a bit). Okay, so without further 
addo, let's start.


--------------------------------------
2) What is Red Alert 2 - Game features.
\-------------------------------------\
Alright, here's the section where the newbies will find some info about this 
game, and of course my personal review. Also I'll go a little deeper into the 
game features of Command & Conquer: Red Alert 2.


First we need to look back a bit, to the very wel-known Red Alert, the 
original. It begins when Einstein and an assistant make a timemachine to 
telemort back in time, and prevent WWII from happening. They suceed in 
killing Hitler, but instead of WWII, there is an even bigger threat about to 
overrun the world: The Soviet Empire commanded by Stalin. Their tanks 
roll into the nearby countries and take them over without problem. Allied 
powers know that they have to act against this threat. There's only one 
problem, they lack the firepower to pose a big threat to the Soviets. The 
Allies rely on long-range assaults and quick airstrikes, while the Soviets try 
to demolish the Allies with brute force, even with atomic weapons. After a 
long strugle, the Allies manage to kill Stalin and end the war. They choose 
a dictator, Romanov, to control and rebuild the Soviet remains. However, 
Romanov builds up the Soviet army and makes it stronger than ever. He 
plans on striking directly in the United States. Using his Cloning Vats he 
makes new soldiers faster than ever. They quickly overrun the surprised 
Allies, and they have to rely on newly developed technology to defend 
themselves...   And that's where the game starts. Are you up to it?

So what are some cool features of Red Alert 2 you ask? Well, first off, the 
camera is zoomed in much closer than in Tiberian Sun, which means 
cooler gameplay, and better graphics. On a sitenote, I was impressed with 
the minimum system requirements for a Command & Conquer RTS.... 
Anyways, you'll fight in real-life locations now, no more "Where the hell am 
I?????"-quistions. You'll be able to fight in New York, Paris, Texas, 
Chicago, Washington, somewhere in Germany I believe (I'm not that far 
yet...), and Siberia. Sounds pretty cool. Add to that, there's cars, a lot 
more 
buildings, and better gameplay rules if you ask me. I'll get to that a little 
later. The sound has gotten a lot of improvement, you'll now hear "sounds 
of the enviroment", which means birds, tanks, infantry marching, cows 
making that anoying noise and so on. Multiplayer has gotten some 
improvement as well. First you've got "Unholy Alliances", which gives you 
both an Allied and a Soviet MCV. VERY NICE. Here you have to be kind of 
strategic, since where for example the Allied lacks heavy armor, the 
Soviets make up for that nicely. So you'll have to work with deceptions and 
direct assaults while your enemies are occupied elsewhere. I'll cover this in 
the appropriate sections. Further more there are modes like naval war 
(you're left on a small island and you're enemy is on an other island", Land 
Rush (you start in a completely revealed map( and Meatgrinder (you can 
mainly use infantry and tanks). And IGNPC gives it a 9.3, so what are you 
waiting for (they won't lie about it...). 

--------------------------------------
3. The Allied Forces
\------------------\
Units
-----
Infantry
--------
GI Soldier
----------
Description: A well-trained infantryman with a powerful machinegun. He's 
more than a match for the Russian Conscript. He can deploy his 
machinegun and hold is ground, or you could place him in a building 
(yeah!!! Why not the Mad Burger King in the first missions?). When you 
"garrison" your GI, he will stay in the building and fire at anything that 
passes. This adds to the already massive strategic planning you need to 
do. This is especially handy as your infantrymen can take potshots at the 
marauding enemy forces, weakening them before they reach your base. 
And they aren't too expensive as well. What I'm trying to say is: DO NOT 
OVERLOOK THESE GUYS!
Weapon: .50 Caliber Machinegun


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even 
Tanya will be toast. They are pretty fast compared to most infantry and they 
can sniff out spies for you (assuming your enemy is Allied or you are 
playing Unholy Alliance). Always keep some in your base. They'll kill the 
Engineers that try to sneak in and capture some buildings. I've had it 
happen once and it isn't pretty (lucky enough for me he took only my Power 
Plant, I was able to kill his 4 companions). 


Rocketeer
---------
Description: You can call these guys the Jump Jet infantry of Tiberian Sun, 
there only a lot cooler if you ask me. I only found them useful in one 
department: to weaken approaching attack forces. Soviets mostly send 
heavy tank assaults to make you shiver. Just send a dozen Rocketeers to 
them, and half of them will be destroyed when they reach your base. Their 
weapons aren't impressive if you ask me, they're just good help.
Weapon: Light Machinegun


Chrono Legionnaire
-----------------
Description: This one can be a real pain in the butt. What he does is wipe 
the enemy units you target from the map. The only problems are that he 
ain't strong and that he doesn't fire fast. So, keep these guys safe and 
victory might just be much easier...
Weapon: Chrono Rifle (or something like that)


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He 
hasn't gained the speed yet hehe, but he can do a butt load of things.
First, he can take over an enemy building and turn it to your side. 
Secondly, he can repair your own structures. Just send him inside and he'll 
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the 
bridge control station. Once that is done, it will be safe to move along your 
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, 
hospitals, etc.), to help you in your efforts. This can prove very useful in 
the 
heat of battle. By supplying you with a steady flow of cash, paratroopers, 
free healing, repair etc. you could easily turn the tides on the enemy and 
kill 
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t 
explosive threats that you might encounter. This makes him the ideal 
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these 
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tanya
-----
Description: Your ideal special agent, Tanya will perform her duties quite 
nicely. She has a woopin' amount of firepower with her, and she can handle 
infantry attacks very well. Just don't use her against armored units, she'll 
probably die. Structures however, are very popular targets for Tanya. She 
just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If 
you are lucky, the AI won't have much of defenses, and when the time 
comes that he threatens to destroy/harm you, just send Tanya in and clean 
out the super weapons. I've actually done it several times and it performs 
nicely! 
Weapon: Dual Colt45 pistols and C4 charges


Spy
---
Description: This one is vital to your strategy. In Red Alert, your spy could 
do a handful of things, but in my opinion it is much harder to discover a spy 
in RA2 than it was in the original. Still the best defense would be to place 
your dogs in Guard mode. A spy can do much more this time. Here's a 
rundown.
1) Get him into a refinery and he will steal some cash for you!
2) Get him into the Power Plant and he will shut off the power for 1 minute 
(VERY useful)
3) Get him into your enemy Radar Tower/Air Force Command GH and he 
will reset the shroud.
4) Get him into the Barracks/War Factory and he will make your units 
Veteran.
5) Get him into the Battle Lab and he will offer you a new unit to build.
Just don't come to close to enemy Guard Dogs, as they will sniff out your 
spies pretty quickly.





Vehicles
--------
Chrono Miner
------------
Description: Without this, you'll die. That is the simplest description that I 
can give you. for old-school Command & Conquer players, you can call it 
the Harvester, but with extra teleportation ability. It has to drive to the 
Ore 
fields but it can teleport back to your base. This spares a lot of time, and 
you don't have to build that many to have a steady flow of cash! It doesn't 
have any weapons like its Soviet counterpart. It can crush infantry of 
course.


Grizly Battle Tank
------------------
Description: This is the main armor unit of the Allies. It has heavy armor, 
good strength and good firepower, however the Soviets Heavy Tank is 
better in every aspect but speed. It will certainly be the bulk of your forces 
in the whole game. In my opinion, it goes pretty fast for a tank. The nice 
thing is, because of its cheapness, you can send wave after wave of them 
to assault the enemy base. While you're first wave is attacking, you start 
building another wave. It should be almost or even completely finished 
when your tanks are destroyed. You must make sure that you have a 
constant flow of cash though. Capture an Oil Derrick, or build a bunch of 
extra Ore Miners to give fast money.
Weapon: 105mm Cannon


Infantry Fighting Vehicle (IFV)
------------------------------
Description: Just your plain old APC. But this time, there are some special 
forms of the IFV. You can produce regular IFV that you pump full of 
infantry. These have some weapons (including the infantry's weapons of 
course), but you can also produce a Repair IFV, which functions a little like 
the MRV in TS. You send it to a unit and your IFV will repair it. It has its 
uses, but personally, I'd go with the Chopper.
Weapon: Missiles +infantry fire


Prism Tank
----------
Description: You could describe it as "a Prism Tower on wheels". It isn't 
very strong, but it is very destructive. They are best used as heavy 
defense, or as supporting unit in the assault on the enemy base. They pack 
quite a punch, but heavy units can still destroy it.
Weapon: Mobile Prism Cannon


Mirage Tank
-----------
Description This one is pretty interesting,  I like to refer to it as the 
Shape 
shifting Tank. It can mask itself in things like a tree for example. This is 
the 
best ambush-unit in the game in my opinion. Just have a group of them 
mask themselves, let the enemies strike force go by and do some 
backstabbin'! It's gun is quite powerful, but I didn't find its offensive 
capabilities very good. They can be used as a last line of defense if you 
wait.
Weapon: Mirage Gun


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to 
lose in the beginning of a match. It probably won't happen but it is still a 
very painful thing... thrust me on this one. It is wise to build a second MCV 
and even a third, just in case the enemy turns nasty. The best thing is to 
make multiple, individual bases. I had an interesting strategy for TS. I 
haven't had a lot of time to test it here, but I think it will work out just 
fine. I'll 
cover it in the appropriate section.
Weapon: NOTHING!!!




Air Units
---------
Harrier
-------
Description: Ahhh, one of my favorite units in the game. They are pretty 
fast, they are very destructive and the Flak Cannons sometimes have a 
hard time shooting at 'em. They are the Harriers. to ensure your success 
you'll have to build a ton of them. A full squadron of 12 would be advisable, 
you never know what kind of resistance you run into. There Air-to-ground 
missiles are very powerful, bringing a structure down in about 2 hits. Be 
sure to break your squadron in groups of about 4, and let them attack 
individual targets. This works most of the time, for me at least. Follow up 
your air strike with a large taskforce and your enemy will be powerless. 
Weapon: Maverick Air-to-Ground missiles


Night Hawk Transport Helicopter
-------------------------------
Description: My favorite transport. I usually attack approaching vehicles 
with them, as they have unlimited bullets, and in packs they can pack quite 
a punch (man I'm getting sick of that "pack"). They can hold up to 5 infantry 
units and deliver them anywhere you want (if he can land anywhere near it 
that is). This is handy if you want to give your enemy a "Tanya Rush". Just 
load her into the Chopper together with some GIs or Engineers, deliver her 
just outside the most undefended part of your enemy's base, and blow 
up/capture some stuff!  Be advised however, as there seems to be 
something wrong with the game. Once I attacked an enemy group of 
Conscripts and suddenly they began to fire at me. It is logical that people 
with machineguns can fire at helicopters, it just never happened to me in a 
command & Conquer game yet;
Weapon: Blackhawk Chaingun 


F/A-18 Hornet
-------------
Descriptions: You won't actually be able to control them, but they will be 
your best friends on the battlefield. You'll have to build an Aircraft Carrier 
(assuming there is water on the map you're currently on), and give it a 
target to attack. The Carrier will launch its Hornets, and they will move to 
the 
target at a nice speed, and demolish it. It is best if you have multiple 
carriers, because the hornets have to return and rearm before you can 
launch them again. You can target their Construction Yard and Service 
Depot at the same time (probably destroying them), making your enemy 
mad. He will not be able to build another MCV (if he didn't do that already).
Weapon: Some kind of Rocket Pots.




Naval Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack 
your enemy. They're not incredibly fast like in the original Red Alert, but 
they can deliver wave after wave of tanks, that if co-coordinated well, will 
eventually destroy your enemy. This combined with support fire from your 
warships, will without a doubt destroy your foe(s). Not that they're not 
useful 
over land. There just as useful. It's just not remarkable, I just overlooked 
them the first few time I could build them!


Dolphin
--------
Description: I overlooked these at first, but they ideal when fighting over 
water. They can destroy Giant Squids and subs easily, but are also ideal 
for freeing ships of the grip of the Squids. They have a weird sonic device 
that you could resemble a bit with the Disruptor from TS.
Weapon: Sonic Pulse


Destroyer
---------
Description: This is your basic warship. Or not eh. It has a heavy cannon 
and to combat those annoying typhoons, the Destroyer is equipped with 
anti-submarine warfare helicopters. These do the job of killing the subs 
quite well if you ask me. It is a good vessel to assault defensive structures 
as well as infantry. I found it less effective against tanks and heavily 
armored units.
Weapon: 155mm cannon +ASW helicopters


Aegis Cruiser
-------------
Description: This one can be very effective. It fires SAMs in a rapid rate, it 
has good strength compared to the Destroyer, too bad it has no other 
weapons. I found it both handy in destroying marauding Hercules planes, 
bringing those paratroopers, as well as destroying those tough Airships. 
This is a must have to protect yourself from long-range Soviet missiles. 
You can destroy both V3 rockets and the missiles of Dreadnoughts.
Weapon: Surface-to-Air missiles


Aircraft Carrier
----------------
Description If there is one thing I build after my Shipyard is deployed, it is 
this baby. It is strong, and it has some impressive friends on its decks. 
Look at the description of the F/A-18 Hornet to find out what I mean. You 
can attack both ships and ground units/structures with it, no air units 
(that's 
where the cruisers come in). This is the command vessel for your fleet. 
The main thing you will want to do is to destroy any flaks in sight with your 
Destroyers, while the Hornets destroy any heavy defenses with their deadly 
weapons. The Cruisers meanwhile, defend the Carrier from any assaults 
from both V3s and Dreadnoughts, not forgetting the airships of course.







Structures
----------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough 
that an enemy destroys both your Construction Yard AND your Service 
Depot, and you're screwed. This building allows you to construct the 
buildings that you'll need. When destroyed you lose the ability to build any 
more defenses, go further up the Tech Tree and reduces your chances of 
winning the game. Defend it at all cost. Also, be sure to make a second or 
even a third Mobile Construction Yard so that you are sure that you are 
playing on the safe side. Take my advice boys and girls, you'll need it.


Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner 
docks to deliver the harvested ore. This is the second most important 
structure in the game, the first being the Construction Yard. Do not leave it 
undefended, it is expensive to rebuild, and if you are unfortunate to not 
have enough funds for it, you might end up having to sell off important 
buildings.


Power Plant
-----------
Description: You cannot survive without a few Power Plants. They supply 
your whole base with power and most importantly, they power your 
defensive structures as well. The superb strategy is to first destroy the 
enemy's Power Plants and then destroy him, taking advantage of the 
absence of his heavy defenses. Using a spy to shut of the base power, 
while a special unit (like Tanya) moves through the base and destroys 
anything of importance, is crucial. If you just built a structure which needed 
a lot of power and you lost main power until you can build another power 
plant, there may be occasions where just then, the enemy decides to 
attack. This is very painful, as your Ore Miners could just be busy while 
your enemies are pouring into your base. The best strategy to do (the 
fastest btw) is to sell off the power-sucking building. Base power will be 
immediately restored and your heavy defenses will rip apart the 
unsuspecting enemy, hahahahahahaha!


Barracks
--------
Description: This is very simple: BUILD and ENJOY. This building is used 
for the creation of infantry and is also required to build the War Factory. It 
is pretty cheap for a building eh. 


War Factory
-----------
Description: This, in my opinion at least, the third most important building 
in 
the game. It is used to build the heavily armored units, not the advanced 
ones. Things like tanks and heavy transports are built here.


Air Force Command HQ
--------------------
Description: This is a multi-role building. Firstly, it is a radar. It gives 
you a 
main view on the map. However there is a second function. This building is 
used to build the Harriers, and is needed to build the cruisers. 


Service Depot
-------------
Description This is very important to build fast and to maintain. "Why?!" you 
ask? Well, it is very useful to repair your units, and the most important 
thing 
is this: in the event that your Construction Yard is destroyed, you will be in 
deep shit. However, if you have a service depot, you will be able to build a 
new MCV. Let this be your first priority once your main structures are up.


Battle Lab
----------
Description: This building allows you to build the advanced structures/units 
and gives you access to the superweapons... NICE, I hear you screaming, 
hahaha.


Gap Generator
--------------
Description: You can take this as your average Stealth Generator, but that's 
incorrect. They hide any structure and unit in its radius in a big shroud. 
Units 
and structures that fire at enemy units will "declaim" so that they can open 
fire. Keep your power above nominal, or everything will shut down (NOT 
NICE!!). It can be pretty handy in the earlier stages (remaining hidden from 
your enemies), but don't really use it when your enemy has already scouted 
out your base, a good superweapon strike will still be imminent.


Ore Purifier
-------------
Description: Not all the ore you mine is usable to convert into cash. But 
now there is a solution to this problem: the Ore Purifier. They allow you to 
get all the resources you harvest into cash, this gives a huge bonus. The 
Allies already mine faster than the Soviets, now they even get more credits 
than them. Great, you gonna need it.


Spy Satellite Uplink
-------------------
Description: This little bastard allows you to unveil the whole map which is 
pretty useful if you ask me. Just be sure you have enough power, or the 
whole thing will shut down... And at that moment, an enemy invasion force 
arrives. You laugh at them, typing in the chat window "YOU WILL NEVER 
GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that 
they aren't working at all! Be warned!


Chronosphere
------------
Description: The chronosphere has returned once more, and he's better 
than ever. First off, this structure sucks out power, so be warned. 
Secondly, it is actually kind of tricky to use IMO. When charged up to full, 
it 
allows you to teleport a certain unit/group to a location of your choosing 
HOWEVER, they will only stay there for a few minutes, so good planning is 
crucial! This can be handy to send swift attacks, or to reinforce your main 
taskforce with some extra supplies. You can't send infantry into an enemy 
base, but if you put them in an IFV, there shouldn't be any problems.


Weather Machine
---------------
Description: One of my favorite superweapons ever in the world of RTS. 
This Weather Machine creates a lightning storm, which approaches the 
targeted area. It is very deadly to enemy structures and infantry. This is of 
course the superb moment to bring in your heavy forces (NO! Not while the 
storm is busting them up!!!), or even chronoshifting an IFV with Tanya 
inside, hoping most of their defenses are destroyed/their power is down.


Pillbox
-------
Description: This is my favorite defensive structure in the game, especially 
the sound is very cool! What this is? Well, it is a bunker with a machinegun 
inside, firing at any incoming forces. While it is pretty strong, it is the 
weakest of the Allied defensive structures, and it is also the weakest  of 
them all. You will always find them in my defense though... They are real 
infantry shredders, they aren't really effective against vehicles.


Patriot Missile System
----------------------
Description: This is another of my favs, it's just so damn powerful... against 
the right stuff. It fires the famous Patriot surface-to-air missiles (for 
those 
who know them), they will knock every V3 and Dreadnoughts missile out of 
the air. You know that the Kirov Airships are very heavy. Just place enough 
systems and they will destroy them. Don't even dear to attack these 
systems with Harriers or Hornets, they will be knocked out of the sky 
before they even reach their base... units aren't really balanced to fight 
themselves you know...


Prism Tower
-----------
Description: These are the armor shredders for the Allies. They fire some 
weird type of laser. They are stronger than Pillboxes, but they aren't as 
strong as Patriots. They are essential to your defenses, never leave any 
base without them.


Fortress Wall
-------------
Description: These are the standard Concrete Walls. They are needed for 
your defensive needs. They'll keep out those pesky Terror Drones, as well 
as prevent any direct engineer attacks. 




Special Allied Multiplayer forces
---------------------------------
Americans: Paratroopers
-----------------------
Description: All of you Americans get free paratroopers. This is pretty cool, 
as GIs are a pain in the butt!!! They can take out tanks themselves, and you 
better get Flaks up fast, so that you can take out the Hercules planes down 
before they can drop off the troops. However, if you are one of the Allies, 
you can easily take 'em down with a few Patriots! Beware though, these 
planes are slow, but they can take some punishment (this is especially for 
the Soviets). Keep dogs within your base, so that your doggies can kill the 
infantry before they can do some damage.
Weapon: .50 Heavy Machinegun (probably a Browning type)


British: Sniper
----------------
Description: I haven't been able to test these yet, but my guess is that they 
are a little like the Sniper in TS. I will post a good description once I find 
the time to test them out.
Weapon: Arctc Warfare Pistol


France: Grand Cannon
Description: These guys rock man!!! They can destroy marauding Soviet 
tanks like I eat candy (not that I'm fat or something). They are a little 
expensive, but it is worth the money.
Weapon: Heavy Cannon


Germany: Tank Destroyer
Description: I haven't been able to test these as well, but I'm dying to get 
my hands on these! I'll just have to finish the missions yet (man! I'm stuck 
at the Soviet campaign! I cant believe it!!!!!).
Weapon: SABOT Canon



Korea: Black Eagle
-------------------
Description: These are the Superharriers, but I do notlike them that much. 
They go a little slower tha the original, have stronger missiles though and 
can sustain more damage. Just be sure that you have several of these, as 
one will still do minor damage. They are good for the "Air Strike without 
warning" strategy (see further below in section 7).
Weapon: Maverick air-to-ground-missiles

--------------------------------------

4) Soviet units/structures/specials.
\----------------------------------\
Infantry
--------
Conscript
---------
Description: These soldiers are weaker and less trained than the GI, but 
they are cheaper. They cannot deploy themselves and I miss that here 
(you can bet I'm not a fan of the Soviets!). They are oh so easy to kill with 
dogs and their guns aren't as spectacular as well! So, why would you buy 
these nerds??? Well, you can still garrison buildings with them, so it is 
still 
good to use them for defensive purposes. If you need some support to kill 
infantry, use the Attack Dogs, they are much better (they kill much faster as 
well hehehe).
Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those 
wimpy weapons)


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even 
Tanya will be toast. They are pretty fast compared to most infantry and they 
can sniff out spies for you (assuming your enemy is Allied or you are 
playing Unholy Alliance). Always keep some in your base. They'll kill the 
Engineers that try to sneak in and capture some buildings. I've had it 
happen once and it isn't pretty (lucky enough for me he took only my Power 
Plant, I was able to kill his 4 companions). 


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He 
hasn't gained the speed yet hehe, but he can do a buttload of things.
First, he can take over an enemy building and turn it to your side. 
Secondly, he can repair your own structures. Just send him inside and he'll 
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the 
bridge control station. Once that is done, it will be safe to move along your 
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, 
hospitals, etc.), to help you in your efforts. This can prove very useful in 
the 
heat of battle. By supplying you with a steady flow of cash, paratroopers, 
free healing, repair etc. you could easily turn the tides on the enemy and 
kill 
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t 
explosive threats that you might encounter. This makes him the ideal 
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these 
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tesla Trooper
-------------
Description: If you want tank zappers, than these are your men. They use 
electricity to zap enemy units however, you can use them to power Tesla 
Reactors to give them that extra boost (never done this though...). It isn't 
that useful against infantry, as these units tend to miss smaller targets. I 
do 
not use these troops often, actually I do not use a lot of Soviet infantry, 
Flak Troopers sometimes to protect my forces from those Rocketeers and 
harriers.
Weapon: Electric bolt


Flak Trooper
------------
Description: Okay, these are actually useful. They can fire at both Ground, 
sea and air units. They are essential to your offensive capabilities, unless 
you want to stick with the Flak Track. They are vulnerable to other infantry, 
so please give them some Attack Dog cover (if you would use the Flak 
Track, those Grizlys would blow them to smithereens).
Weapon: Flak gun (both ground, sea and air units can be attacked)


Crazy Ivan
----------
Description: I like this guy because of his fancy speech! "I've lost the 
bomb, do you have it?" The first time I heard that I was laughing until my 
parents came asking what was wrong. No, seriously. This guy, if used right, 
will make the life of the enemy very hard. You'll have to protect him well, 
but 
I assure you it is worth it. It is tricky, because you will have to keep 
someone kill the engineers who try to defuse the bomb, but if you can 
achieve this goal as well, the units/structure you bombed will be toast. 
Weapon: Dynamite


Yuri
----
Description: Yuri is one of the most impressive units I have seen in 
Westwood games that I've played (that excludes the Dune series). He can 
mind control any unit your finger can click at. From Grizly Battle Tanks to 
bite happy alligators! This allows you to do the cow Rush (see appropriate 
section). But that is not all. He can do a Psychic Wave that kills all 
infantry 
that are near him. An all-around interesting unit to have AND to use of 
course.
Weapon: Psychic Wave






Vehicles
--------
Rhino Heavy Tank
----------------
Description: NOW we're talking! Make a mass of these, and crush the 
opposition. It has a heavy cannon, I'm a little disappointed that the 2 
barreled tanks haven't returned. Those were really cool! Take a look at the 
original Red Alert if you want details on this baby. Anyways, this tank isn't 
bad or something, they are just....... a little less cool. They are very 
effective against Tesla Coils, especially if they are in packs. They aren't 
very effective against Prism Towers however, Prism Towers are effective 
against THEM. The point of being Soviet is to start up your base 
immediately and build as many as you can, as fast as you can. Then, rush 
the enemy and hope they are overwhelmed (if you did it quick enough that 
won't be a problem really).
Weapon: 120mm Cannon


Apocalypse Assault Tank
-----------------------
Description: Have fear of the Apocalypse. Twice the strength of the Rhino, 
heavy armor and impressive firepower, this is what a Mammoth Tank is all 
about baby. Not only can it fire at ground targets with its dual heavy canons, 
it can also fire missiles at aircraft. Scared yet? No? Well, just imagine what 
a dozen of these tanks could do to your base... They'll completely destroy 
it, unless you can retaliate appropriately. This is why my theory on the 
Allied 
forces is the following: The best defense, is a good defense of course! 
And that's more than true if you take a close look at the Apocalypse tank. 
Throw everything you have at it, assault it from the sea if you can, aircraft 
carriers help a lot here, as their hornets might be able to get through its 
missile defense, and will give it a nice beating.
Weapon: Dual 120mm Heavy Cannons and SAM missiles


Flak Track
----------
Description: Nothing special, only meant for scouting means, nothing more. 
It has some flak guns on it that can target both air and ground units, still 
nothing special, as it has spiffy armor and is incredibly weak.
Weapon: flak guns


V3 Rocket Launcher
------------------
Description: IJ already hear you guys saying "And what don't you like about 
this, you foolish nerd, well to give you an answer: it is much to difficult to 
get it working right. The only way you could do it a bit easier is by 
outgunning the patriots, and still, the Allies will come and screw your V3s 
up. Soviets are much more prone to V3s (spiffy air defense, anyone???). 
What you'll want to do is bring them in if you're absolutely sure that the 
coast is clear, and that brings me to my next problem: Aegis Cruisers. 
They are a pain if you ant to V3 something. They have a lot of rockets 
onboard, and they will shoot your rockets out of the sky before they are 
even launched... well not quite so but still.
Weapon: V3 rockets


Terror Drone
------------
Description: Do you really want to know what this is? Well, build one and 
test it out on your Ore Miner (the worst unit you could ever test it on). You 
will conclude that some way or another, your miner was completely 
destroyed, eaten you could say. That's exactly what the terror drone does: 
EAT, EAT and EAT. Nothing else. The AI tends to send some of these 
pests to your base, hoping they will make it through your defenses. Even 
with all your defensive structures and garrisoned infantry, they sometimes 
slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL 
COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING 
ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I 
was very surprised btw, when a group of Terror Drones approached my 
base. I sent out my infantry to destroy them. With a smile on my face I 
watched as the two groups approached each other. However, something 
very disturbing happened. When my infantry opened fire, the enemy 
drones came in and killed them all!!! I managed to kill a bunch of them, but 
all my GIs were killed! I never heard this happening to anyone before...
Weapon: errrrrrrr, some kind of teeth I guess, or claws...


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to 
lose in the beginning of a match. It probably won't happen but it is still a 
very painful thing... thrust me on this one. It is wise to build a second MCV 
and even a third, just in case the enemy turns nasty. The best thing is to 
make multiple, individual bases. I had an interesting strategy for TS. I 
haven't had a lot of time to test it here, but I think it will work out just 
fine. I'll 
cover it in the appropriate section.
Weapon: NOTHING!!!






Air Units
---------
Kirov Airship
-------------
Description: This is the one and only Soviet air unit. It is impossibly slow, 
but oh man this is powerful. It drops bombs at its targets, which will 
explode after a few bombs. It is not too hard to defend against if you know 
how however, you'll have to keep shooting at it and still stay alive 
somehow, as this bastard repairs itself when it is damaged. A few Aegis 
Cruisers work fine, but be sure to have a nice amount of Patriots around 
when they do get to your base. Once, I played against an AI opponent (I 
was Russia, he was Cuba) and he somehow managed to destroy my 
construction yard. I was really mad and began massive production of tanks. 
Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo. 
I quickly had an airship, which I already built earlier, get there. I only had 
one minute remaining before the nuke was shot. The thing was able to fly 
there in time (lucky enough for me) and I was able to destroy his whole 
base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't 
stop me from destroying building after building, eventually killing the unit 
producing structures and the power plants eh Tesla Reactors of course. 
The only stupid thing was that I was playing on a map which was meant for 
8 players, so I had to scout all over the place to find those last garrisoned 
infantrymen. Just to say: defenses aren't really made to stop their own units 
(mostly).
Weapon: Bombs






Navel Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack 
your enemy. They're not incredibly fast like in the original Red Alert, but 
they can deliver wave after wave of tanks, that if co-coordinated well, will 
eventually destroy your enemy. This combined with support fire from your 
warships, will, without a doubt, destroy your foe(s). Not that they're not 
useful over land. They're just as useful. It's just not remarkable, I just 
overlooked them the first few time I could build them!


Giant Squid
-----------
these are really annoying. They grab the target ship with their tentacles and 
play with it until it blows. The only way to remove these pests are Dolphins, 
with their sonic waves, the squids will have to release the ship. they are 
submerged so it is possible to target it, but not very easy. Use these wisely 
as you can rip apart the enemy fleet before it reaches your bases (if you're 
fast and there are no dolphins around).
Description: Tentacles


Typhoon Attack Sub
------------------
Description: These are very stealthy units, the only problem is that they 
aren't very useful against a well co-coordinated fleet. Not that good in 
defense in other words, but very good assault ships. Just destroy their 
heavy vessels (carriers and cruisers) while your other dreadnoughts and 
Sea Scorpions take care of the destroyers (be sure to assist them with 
your subs though, it is very hard for a destroyer to fight submarines and 
normal ships at the same moment. If you come in masses they will be 
destroyed immediately because their helicopters aren't fast enough). Then, 
bring in your transports full of lead and watch as their base falls before 
your 
armor.
Weapon: Torpedoes


Dreadnought
-----------
Description: The heavy attack ships of the Soviet navy. They have 
devastating missiles that, when clear of air defenses, will destroy enemy 
units very quickly. So, is that all? Well, they are strong to say it this way. 
If 
you want the strongest and most deadly Soviet vessel in the navy, this is 
for you. If you'd rather stick with the swift and deadly sea scorpions + the 
subs, go on ahead.
Weapon: Long-range missiles


Sea Scorpion
-------------
Description: These annoying little ships are your naval air defenses. 
They're a rather poor excuse for an equivalent for the cruiser, but they are 
handy in destracting destroyers, not killing them though. They are also 
handy to keep those Hornets at bay, aswell as Harriers and helis. 
Weapon: Flak guns






Structures
-----------
Construction Yard
------------------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough 
that an enemy destroys both your Construction Yard AND your Service 
Depot, and you're screwed. This building allows you to construct the 
buildings that you'll need. When destroyed you lose the ability to build any 
more defenses, go further up the Tech Tree and reduces your chances of 
winning the game. Defend it at all cost. Also, be sure to make a second or 
even a third Mobile Construction Yard so that you are sure that you are 
playing on the safe side. Take my advice boys and girls, you'll need it.

Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner 
docks to deliver the harvested ore. This is the second most important 
structure in the game, the first being the Construction Yard. Do not leave it 
undefended, it is expensive to rebuild, and if you are unfortunate to not 
have enough funds for it, you might end up having to sell off important 
buildings.

Tesla Reactor
--------------
Description: This is the Soviet version of the Power Plant. The only 
difference is that this version gives less power than the Allied one. 
However, you can use Tesla Troopers to power these Reeactors up, so 
that you will have some extra power to your base. Think of them as Power 
Turbines in TS, only difference is that they're living people, who are 
powering the plant (always knew these Soviets were crasy!). You are better 
off with a Nucliar Reactor, but they are good reserves for when a 
superweapon strikes.


Nuclear Reactor
----------------
Description: This is what I like about the Soviets. This power plant gives 
you about ten times as much power as a regular power plant (Allied 
version). They are pore expensive, but you save a LOT of money for it. 
Just imagine you had to build more than 12 Tesla Reactors, that would be 
expensive. The only trick is that when you are relying on this plant only, a 
super weapon strike on it will make your whole power drop to zero. This is 
why you should keep your Tesla Reactors. On a sidenote, you must take 
full advantage of the enemy's mistake of selling his old reactors and 
replacing it with the nuclear one. Strike with a super weapon and imediately 
bring in your strike force. You won't have to fight those pesky little tesla 
coils.


Barracks
---------
Description: This will be your first unit-producing structure. It can and will 
only produce infantry units, but, acompanied by a Construction Yard, will 
also build the defensive structures for you. It is cheaper than the other 
high-priority buildings and you will call upon it more than once.


War Factory
-----------
Description: You must be dying to get your hands on this one. Oh no, don't 
try to hide it. The veterans of the original already know why they should 
build this imediately (certainly when fighting the Allies) and newbies will 
find 
out soon enough, I just need to have the guts to describe this one. Well, it 
is a building... a building which will build all the armored units for you. It 
will 
build the oh so famous Soviet tanks, as well as others. Also, you need this 
building to create all the armored units. So even when you have a Service 
Depot but your enemies destroy your construction yard and your War 
Factory, you will be toast. This is the second most important building you 
should guard, people tend to overlook the Service Depot, so don't be too 
scared.


Radar Tower
------------
Description: This gives the Soviet commanders among us, a better view of 
the map. It is basically the Air Force Command HQ of the Allies, but it 
doesn't allow you to build aircraft, for the simple reason that the Soviets do 
not have that much of aircraft. I hoped there would be a Hind Transport in 
the game, but they must've deleted it from their schedule, or IGN was lying 
about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all 
there is to say of the Radar Tower, for the veteran RA1 players, this is just 
a Radar Dome.


Battle Lab
-----------
Description: This allows the soviets to build their advanced units and 
defenses, as well as their superweapons. Oh no, now they can build those 
nuke silos!!!!! It isn't really that important to defend. It is however 
important 
to have the necessary power before you deploy it, you wouldn't want to 
come into contact with a Allied taskforce, right when those superb Tesla 
Coils are offline!!!


Cloning Vats
-------------
Description: This building is evil........ very evil. It allows the Soviets to 
re-
replicate or "clone" in other words, infantry. This is not all however. What 
you'll want to do as a Soviet commander, is to build a Yuri unit, mind-control 
an infantryman, send it over to the cloning vats and you just have your new 
GI infantry or whatever you cloned. This is superbly good. This way you 
can replace those pesky Conscripts with the superb GIs. Hey what about 
replicating Tanya??? Oh yes, you heard me right. Get Tanya in your 
forces... two of 'em.


Iron Curtain
-------------
Description: This is the good thing that you'll want to have. It allows you to 
make a unit (with armor, no infantry) invincible for a short period of time. 
This can be used as a defensive structure, for example:
Your Construction Yard is absorbing shell after shell of tank fire. Make the 
Construction Yard invulnerable while you make repairs, and bring in a tank 
force to get those Rhinos out of the way. Or you could use it for offensive 
uses, for example:
Your Kirov is getting close to the Patriots of the Allies and it will be 
destroyed unless you do something about it. Activate the Iron Curtain on it 
and you will have some spare moments to bomb those patriots and the 
Construction Yard to bits, followed by the War Factory and you're safe. Of 
course, the enemy AI never seems to use this to its full potential, and your 
buddies will do everything to destroy your own and with Tanya, it could be 
destroyed before you even noticed something.


Nuclear Silo
-------------
Description: NOW we're talking. This nuke is expensive, but it works. If you 
manage to pay everything and protect it well, everything will be fine for you. 
Launch it at your enemy base and watch in enjoyment as buildings are 
reduced to ruble and infantrymen are crushed by the shockwave that the 
nuke produces (quite a cool effect if you ask me hehehe, cool sound too 
hehehehehehehe). Westwood said they wannit to avoid violence, well 
every would-be terrorist who wants to ever bomb the US with a nuke will 
enjoy himself here...


Sentry Gun
-----------
Description: These are good anti-infantry defenses, they are a little like the 
Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic 
machineguns that fire at anything that comes in range. Tanks should be 
able to handle these but it is still probable that a Sentry Gun will destroy a 
Grizly Battle Tank. They are good because they don't require any power, 
and if you place a lot of them, they'll be able to hold the enemy's advance 
until you can put the power back online/place some Tesla Coils.


Flak Cannon
------------
Description: These are the Soviets air defense. They aren't really accurate 
but they are pretty powerful. Harriers and Rocketeers are easily shot down 
by them, as well as the Hornets, further than that, they haven't got that much 
importance. I'm not saying that they aren't important! Place these around 
your important structures and the Harriers of the enemy should be repelled. 
If only they were a little more accurate...


Tesla Coil
-----------
Description: Okay, let the electricity flow!!! These guys can destroy most 
tanks in one hit and are also effective against infantry. The only problem is 
that they take a while to charge, and sometimes they tend to miss their 
target for some odd reason. this gives your tanks time to destroy them 
(they aren't that strong). Reinforce them with Sentry Guns and you can also 
use Fortress Walls to make their lifespan a little longer.


Special Multiplayer Forces
--------------------------
Russia: Tesla Tank
------------------
Description: The Tesla Tank returns again with some new sh*t in it. It's 
basically a Tesla coil on wheels, only this thing is especially useful against 
buildings, they'll rip 'em appart! I don't use these guys too often myself, but 
they have some interesting power to exploit.
Weapon: Electric Zappin'


Cuba: Terrorist
----------------
Description: Now this is exciting. Finally, we can play with the famous Cuban 
Terrorists in a Command & Conquer game! Sneak these guys into the 
enemy base, and let them blow stuff up. Be VERY wary of the attack dogs, 
as they aren't really strong compared to other infatnry. Keep them save and 
they'll do the job just nicely alright?
Weapon: C4 Bombs, Disguisable


Iraq: Desolator Infantry
-------------------------
Description: These are rather annoying. They are very effective against 
infantry, in fact, they can take out whole squads of them without them even 
dying by any oposition infantry. They use some kind of radiation, but they are 
imune to it themselves. They are useless against units with armor though. 
Weapon: What name could you give to this one? The rules say "Eruption 
Beam". But what the hell is that?


Libya: Demolition Truck
------------------------
Description: Sorry, haven't been able to test thhese yet. Geel free to send 
your own opinion/strategy on anything you see btw. See the contact info for 
info.


And we're true with introducing the units and structures, onto the 
strategies!!






--------------------------------------
5. Tactical Information On Units/Structures/Specials (MAJOR THANKS TO 
THE GOOD AND HELPFUL NADIA VORKOVSKY (Damnit, am I writing 
that right?)
\------------------------------------\
A. ALLIED UNITS
***********************************************************************

+++++Infantry+++++

GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol 
(undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and 
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 1
 
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed:  4
Veteran abilities: None
-------Elite abiliti-es: None
Prerequisite: Barracks 
Tech Level: 1

Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun 
Strength: 125 
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3 

Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None 
Elite abilities: None
Prerequisite:  
Tech Level: 5

Tanya
Cost: 1000
Weapon: Double pistols and C4 charges
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate 
of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 9
 
SEAL
Cost: 1000 
Weapon: MP5 machine gun and C4 charges 
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, faster, increased firepower and 
rate of fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 1 

Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 2 

Chrono Legionnaire
Cost: 1500  
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: 
Tech Level: 10

Chrono Commando
Cost: 2000  
Weapon: Chrono MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate the Spy into an Allied Battle Lab 
Tech Level: 9

Psi-Commando
Cost: 1000  
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate the Spy into a Soviet Battle Lab 
Tech Level: 9

+++++Vehicles+++++

Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300 
Armor: Heavy
Sight: 8
Speed: 7 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 2

Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200 
Armor: Light
Sight: 8
Speed: 10 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 3

Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200 
Armor: Light
Sight: 9
Speed: 7 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab 
Tech Level: 9

Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150  
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab
Tech Level: 8 

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

Chrono Miner 
Cost: 1400
Weapon: None
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150 
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3

Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175 
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower. 
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory 
Tech Level: 7

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600 
Armor: Heavy
Sight: 7
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard 
Tech Level: 4

Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7

Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 7 

Dolphin
Cost: 500 
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5

***********************************************************************
B. ALLIED STRUCTURES
***********************************************************************

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1

Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard.
Tech Level: 1

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant.
Tech Level: 1

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant.
Tech Level: 2

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 4

Air Force Command Headquarters
Cost: 1000 
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3

Service Depot 
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory.
Tech Level: 6

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Air Force Command 
Headquarters.
Tech Level: 8

Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab.
Tech Level: 10

Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1

Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1

Prism Tower
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Power Plant and Air Force Command 
Headquarters. 
Tech Level: 6

Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4

Gap Generator
Cost: 1000 
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 7

Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

***********************************************************************
C. SOVIET UNITS
***********************************************************************

+++++Infantry+++++

Conscript
Cost: 100
Weapon: M1Carbine rifle 
Strength: 125 
Armor: Flak
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks 
Tech Level: 1

Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 
Tech Level: 1

Attack Dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 2 

Tesla Trooper
Cost: 500
Weapon: Electric bolt
Strength: 130
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks 
Tech Level: 5

Crazy Ivan
Cost: 600
Weapon: Dynamites
Strength: 125
Armor: None
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 5

Flak Trooper
Cost: 300
Weapon: Flak gun 
Strength: 100 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 1

Yuri
Cost: 1200
Weapon: Mind control and psionic wave
Strength: 100
Armor: None
Sight: 12
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 10

Chrono Ivan
Cost: 1000  
Weapon: Dynamites
Strength: 100
Armor: None
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate an Allied Spy into their Battle Lab 
Tech Level: 9

Yuri Prime
Cost: 2000  
Weapon: Super mind control and psionic wave
Strength: 200
Armor: Flak
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab 
Tech Level: 9

+++++Vehicles+++++

Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 2

Apocalypse Assault Tank
Cost: 1750  
Weapon: 120mm cannon and Mammoth ground-to-air missiles
Strength: 800
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab 
Tech Level: 7

Flak Track
Cost: 500
Weapon: Flak track gun and flak anti-aircraft gun
Strength: 180
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 3

V3 Rocket Launcher
Cost: 800
Weapon: V3 rockets
Strength: 150 
Armor: Light
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Radar Tower 
Tech Level: 3

Terror Drone
Cost: 500
Weapon: Drone jump
Strength: 100 
Armor: Light
Sight: 4
Speed: 10 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory  
Tech Level: 4

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

War-Miner
Cost: 1400
Weapon: 20mm machine gun
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Kirov Airship
Cost: 2000
Weapon: Blimp bombs
Strength: 2000
Armor: Light
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 10

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

Typhoon Attack Sub
Cost: 1000  
Weapon: Torpedo
Strength: 600
Armor: Heavy
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard 
Tech Level: 2

Dreadnought
Cost: 2000 and 2500 (for Russians in multiplayer)
Weapon: Dred rockets
Strength: 800 and 1500 (for Russians in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 6

Sea Scorpion
Cost: 600
Weapon: Flak weapon, flak track gun and hover missiles
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Radar Tower 
Tech Level: 6

Giant Squid
Cost: 1000
Weapon: Tentacles
Strength: 200 
Armor: Light
Sight: 5
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: stronger, increased firepower and rate of fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 9

***********************************************************************
D. Soviet structures
***********************************************************************

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1

Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard.
Tech Level: 1

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 1

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 2

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2 

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor.
Tech Level: 2

Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
  
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory.
Tech Level: 6

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower.
Tech Level: 7

Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1

Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1

Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower.
Tech Level: 5

Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4

Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

***********************************************************************
E. Special Multiplayer Forces
***********************************************************************

America = Paratroopers
Cost: None
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol 
(undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and 
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 

France = Grand Cannon
Cost: 2000 
Weapon: None
Strength: 900
Armor: Steel
Sight: 10
Power: -100
Prerequisite: Construction Yard and Air Force Command Headquarters.
Tech Level: 7

Germany = Tank Destroyer
Cost: 900
Weapon: SABOT shells
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 2

Britain = Sniper
Cost: 600
Weapon: Sniper rifle 
Strength: 125 
Armor: None
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 1

Republic of Korea = Black Eagle
Cost: 1200
Weapon: Maverick2 air-to-ground missiles
Strength: 200  
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: stronger, increased firepower and rate of fire. 
Prerequisite: Air Force Command Headquarters  
Tech Level: 3

Russia = Tesla Tank
Cost: 1200
Weapon: Electric bolt
Strength: 300  
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Radar Tower  
Tech Level: 10

Cuba = Terrorist
Cost: 200
Weapon: Make-up kit (disguise) and C4 charges
Strength: 50 
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None 
Prerequisite: 
Tech Level: 5

Libya = Demolition Truck
Cost: 1500 
Weapon: Mini nuclear bomb
Strength: 150
Armor: Light
Sight: 5
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Radar Tower 
Tech Level: 10

Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) weapon
Strength: 150
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 8









--------------------------------------
6. Main Defensive Strategies for Allies
\--------------------------------------\
Alright people, let me say one thing first: Defense is KEY if you are playing 
the Allied Forces. No matter what you do, defend, defend and defend 
some more until you have the strength to retaliate. Otherwise, don't do a 
thing but building defensive structures/units. And if you do not know wy (for 
some odd reason I guess), try it without significant defenses. If you have 
good anti-ground but not a good anti-air defense, the Soviets will cripple 
you with their airships. If the opposite happens, they'll send a few of their 
Apocalypse tanks, accompanied by Rhinos, to your base and completely 
destroy it. And do you want to lose the match you're playing? NO OF 
COURSE NOT. Well, read on, I've tried to put together the best of things I 
could think of. Of course if you have better strategies e-mail them to 
bloodfreak@hotmail.com with the subject "Red Alert 2 FAQ" and you will 
be placed in the credits section and your strategy will be placed in the 
appropriate section. Alright, let's get started shall we?


Are you lucky today???
----------------------
If you are lucky enough to play on a map with water, then it is time for some 
celebration. Allied forces have the best naval ships you could hope for. 
This first section will focus on the good luck you have. Alright, first thing 
you'll want is to deploy your base close to the water, so that you have 
access to it. Now, blow up every single bridge you see to force the enemy 
to find alternate routes to your base. If there aren't any (which is possible 
but unlikely, or your enemy is to lousy to look for one) you'll have to get up 
good defenses close to the shore. As soon as you have built a shipyard, 
begin building destroyers and Aegis Cruisers, they are your first line of 
defense. Your destroyers will hold off all ships while the cruisers will 
destroy those missiles of the dreadnoughts. Okay, now build Prism Towers 
and a lot of them. On a side note, playing against the soviets has one rule: 
SCATTER YOUR STRUCTURES. In the event that the Soviets launch a 
building, it is best that you have no 2 buildings at the same spot. This 
ensures your lifespan. Defensive structures will be difficult to spread, but 
do every effort you see thick to do so. Now, begin building patriot missile 
systems. In the event that there are units that manage to destroy the 
cruisers, you will have some defense against missiles. The best defense 
against superweapons is the offensive, but I think you already knew that, 
but you'll want it as cheap as possible. So, build Tanya and maybe a spy as 
well. Sneak her in and in case you brought a spy along clear the immediate 
area of dogs. Beware however, that normal people spot spies faster than 
computer opponents. The AI has to sniff out the spies, while humans can 
normally just know it when they try to select that unit but it won't happen! 
So 
SNEAK, don't just walk in and say your prayers, the enemy will find out 
about it. Or you could just run like hell and hope you'll make it (which 
sometimes works if the enemy realizes it too late). But on to the defensive 
again. If you read my structure descriptions, you'll know that I love the 
Pillboxes, but I am sorry to say that they aren't as good against infantry as 
the Prism Tower. I know it sounds weird but that's the way it is. Also, you 
should garrison structures all over the map, in case the enemy is going to 
do a sneak attack on your base, via a route that you didn't know, but we 
know much more than he thinks we know. In fact, his few Engineers 
escorted by those tesla troopers will be toast. Garrisoned infantry rock and 
that's NO LIE. They can take out whole platoons of armored units. Just 
keep the structures you garisone repaired and you'll be fine.

Man! You're Out Of Luck!!
--------------------------
That's right! There's a high probability that your stuck on land, and that's a 
real bad thing. The AI Soviets will kick your butt unless you find a way to 
stop them in their advance. First off, build some GIs and let them garrison 
any structures that are on the route to your base. Also, set up a lot of prism 
towers and build lots of prism tanks. Than, and only than, start building 
Grizlys, they'll be your last line of defense against the Soviets tanks. If 
all 
else fails, bring these in. Also, you'll want to set up a few patriots, 
because 
you won't have the support from the cruisers this time around. I can 
guarantee you: you'll miss 'em. Another problem is the Terror Drones. 
These pests will harass you until you fall for it. The enemy just loves to 
send a whole group of these to your base and let them target the Miner. Do 
everything in your power to stop them. The best thing is to wall off your 
base. This will keep them out of your base. Also, keep your miners your 
base until the terror drones are cleared. Destroy them at any cost, target 
them with harriers or how about a Night Hawk (it goes pretty slow but it 
works superbly). 
 I use a very unusual defense strategy (at least I think it is unusual). I 
build 
my base and make sure it is fairly large. Than I wall off my base, but not 
with walls. I wall it off with Prism Towers. This gives a good protection from 
all sides. And began this wall is an other surrounding wall of patriots. It is 
impressively expensive, but if you can pull it off, you'll thank it. The only 
way 
the enemy will get through is by nuking the place, but w e will not allow 
this. 
We will strike swiftly, sending wave after wave of Prism Tanks until their 
Nuke silo is destroyed. Or you could send a scout to see how well-
defended it is. If the site is pretty prone to attack, send in a full squad of 
Harriers and destroy the silo. It worked for me several times. Or, you could 
do the Tanya rush, but this isn't very useful against human opponents. AI 
opponents tend to leave certain parts of their base relatively undefended, 
or they place Flaks on one side, while the less important side is defended 
with Sentry guns and Tesla Coils. Still if you are new to the game, you 
should let your enemy nuke you once to see the cool effect of it... no 
scratch that!


Unforeseen problems!
--------------------
Sometimes, terrible things happen. Just imagine the consequences of 
missfiring your Lightning Storm. What should you do to recover from such 
mistakes. Well, you can almost be sure that the enemy will notice your 
problem and attack with everything he has, strategically very well planned 
of course. Now that is the thing we don't want. Lightning Storms are more 
lethal to structures than to armored units, so you should have most of your 
armor columns still alive. Throw them all at the marauding enemy and if it 
isn't enough, hope that the most of your Prism Towers survived and pull 
back to them. The remaining armor of your enemy should be weakened or 
even completely destroyed. If this for some odd reason doesn't work, 
bring in the infantry (if you still have a lot of them). Deployed GIs are very 
effective at demolishing tanks, just make sure that the tanks don't run over 
them. Also, try to slow the advance by conveniently placing walls, they'll 
probably go and destroy them, giving you some extra time to build up 
some tanks. And if all else fails, bring in your aircraft. If you have a good 
total of Harriers left, there's a good chance that you will take out the 
remenants. That's all I can give you for advice, good luck! Above all, avoid 
these accidents at all cost, you don't want them, especially not if you're 
playing the Allied Forces.

Not all Soviet Commanders are rushers...
-----------------------------------------
That's right, not all about the Soviets is rushing with tanks; That's why it 
is 
imperative to your defensive strategy to keep Attack Dogs in your camp, 
especially when fighting multiple enemies (I'll go deeper into this later). 
You'll want to do this because the Soviets sometimes send some sneak-
engineers to keep you occupied. And there's nothing more annoying then 
an engineer attack. Imagine that suddenly your power shuts down. You 
can't understand why and then you remark that a few of your power plants 
have changed to the enemy's color. And that is not all, before you can even 
react, all your structures are under fire by Apocalypse tanks. I think you get 
the picture? This is something you must absolutely NOT allow to happen. 
Therefore, we will place about 4 to 6 dogs in our base. They will also sniff 
out the spies that want to annoy you. Another nice sneak attack of the 
Soviets is their subs. They are very stealthy and if you do not defend 
against them, they will annoy you until you die by it. They can bombard your 
structures with their torpedoes and will probably destroy them unless you 
come up with something good. You should have a lot of destroyers around, 
escorted by Dolphins who will take care of the Squids for them. If you 
happen to face an Allied enemy (which I hope you don't, the match is so 
much more fun when you face the opposite faction), you'll have to try to 
have the most ships. This is your only chance of really dominating the 
match. This is, of course, assuming you are fighting on land. Otherwise, 
you'll have to be king on the ground and in the air. Build as many Prism 
Tanks and Harriers if you can to make sure that you can attack your enemy 
without too much fear. 


Tech Buildings
---------------
Another good thing to do if you're put on the defense, is to capture tech 
buildings, especially the Airport an Oil Derricks. The Airport will give you 
additional reinforcements when you need some, and the Oil Derricks sup 
my good cash for capturing them. And keep giving cash of course. Now 
that you have the Tech Buildings, give them some defense as well, 
because the enemy will want to capture these as well, especially the oil 
Derricks? You can also make him angry by parachuting wave after wave of 
GIs into his base. But this will tempt him to find and destroy/capture your 
airport. The Hospital is a good Tech Building if it is close to your base, 
otherwise, I wouldn't recommend taking it. Don't forget to keep your Tech 
Buildings repaired. In the next section, I'll go a little deeper into this.

In the Middle of a Fight
------------------------
If you are playing a match with multiple opponents and no allies, there may 
be some problems here. It could happen that you have one opponent on 
each side of the map, and you're right in the middle of it. This will increase 
the enemy's interest in you, you could be a good stop for repairs and such. 
Or another terrible thing could happen, the two guys are fighting right by or 
in your base. If this happen, choose a side, I'd say the side which is losing 
the current battle and overpower the other. Once that is done, 2 things 
could happen:
1) The guy you helped will form an alliance with you (would be nice of 
course)
2) The guy you helped turns on you and tries to destroy you. This shouldn't 
be a problem, because they had lesser forces than the other (hint, hint!), 
so you should be able to contain them. If the option is enabled, you could 
repack your MCV and go elsewhere, setting up a new base and keeping 
the old one as a good unit producing base. Try to defend the old base for 
as long as possible.

Conclusion
-----------
As long as you can keep the enemy armor out of your base, you can wear 
off any sneak attacks and you can deal with the superweapons of the 
enemy, you'll do fine. On a sidenote of superweapons, the best way to 
avoid a severe loss is to repack your MCV when the Super weapon is 
launched. For example:
DarkNUrt (your enemy) attacks FullBurst41 (you) with a nuke.
FullBurst41 waits until the nuke is launched (when the fancy alarm starts) 
and repacks his MCV and places it at a safe distance. He takes as many 
units with him as he can.
NOTE/ If you want the MCV to get out of there a little faster, quicly load him 
into a Transport and get the hell out of there. The Amphibious Transport 
goes quite a bit faster than the MCV itself. 
Another thing to do is to make your Miners go into the Transport just a 
minute before the nuke is ready. This will make it easier to escape. Once the 
nuke takes off, get in your MCV and you'll be sure to save all/most of your 
Miners.

The missile impacts on your base where your 
Construction Yard used to be. This limits the chance of a severe loss and 
he will be in for a surprise. Hopefully, he won't take your War Factory or 
Refinery with him. I say that most people target the Construction Yard, but 
some have other means of attack, be warned. To help with this, build an 
extra War Factory and Refinery and place them far from the original ones.

That's it for this section. If you have a good strategy or a note to these 
above, feel free to mail me at bloodfreak@hotmail.com place "Red Alert 2 
FAQ" as subject and I will place your strategy where it belongs and your 
name and possibly your e-mail address in the credits section. I hope I 
helped you with somethin'.






--------------------------------------
7. Main Offensive Strategies For Allies
\-------------------------------------\
We will be using sneak attacks to scare are enemy a little. What you'll want 
to try is to force the enemy into defending parts that are not of vital 
importance to your offense. We will do this with Tanya's and spies. Tanya 
+a spy or two is really vital. If you can keep the dogs busy with Tanya, he'll 
have to somehow kill the Spy with force firing. The key here is to keep the 
spy moving. NEVER let him stand still. If you are a little lucky, he'll make 
it 
through without a scratch. Now shut of the power and bring in Tanya. Ignore 
the tanks and concentrate on the structures. If you have multiple Tanya's, 
it's even easier. Let one Tanya kill off all infantry threats, while another 
few 
Tanya's destroy buildings. The only problem will be the tanks. Not their 
cannons but their ability to crush you. Try to avoid it. The primary buildings 
you should target are the Construction yard, War Factory and Refinery(s). 
Once you have taken care of these key structures, try to destroy as many 
reactors as you can. If there is only one Nuclear Reactor, it is a breeze. 
Destroy that one, let your Tanya's kill off the rest of the infantry, destroy 
the 
Barracks and get them out of there. If you can pull this one off, the enemy 
will be very confused and crippled. Bring in all your Prism Tanks and 
destroy the pest. If you encounter Yuri, kill him FAST. If he manages to 
mind-control your Tanya, you're toast, or not. Try to kill the mind-controlled 
version as fast as you can but target Yuri first. He will go down in a single 
shot. 

The Ai isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most 
maps, there is a bridge somewhere. It happens often when you are on one 
side of the bridge while the enemy is at theother, meaning this is the 
only/one of the routes to your base for ground units. Well, we will destroy this 
bridge. Here comes the interesting part. The AI doesn'tseem to notice this 
happening and if he doesn't, he won't build a Naval Yard to make ships to 
defend his base. This makes him very vulnerable. Make a shipyard yourself 
and start mass production of ships. Go and attack the enemy. He might 
notice that you have chosen another method of attack, but he is far too late 
to prevent us from destroying him completely. In the few skirmish matches 
I've played with a bridge-to-the-enemy situation, it always worked for me. 
Keep in mind though that you may not leave your base undefended now, the 
enemy will send small attacks from another route if he can find one. They 
include sending over a tank or two to harass you. If you don't have any good 
defenses/tanks, you might even loose an important structure to the enemy. 
This still is a good and easy way to defeat the AI. Still note that this may not 
work too often.

Lightning Storm Created! Yiiiihahahahahaaaaa!!
----------------------------------------------
Westwood has been balancing Super Weapons, but they overlooked this 
one a bit. And this gives us a little advantage over the Soviets. Just target 
the place you want to see totally wiped out, and you will get your wish. Too 
bad this storm isn't too good against armored units (good against infantry 
though). He will probably be seriously crippled. Now, send in the cavalry, and 
destroy the armor (if you're up to it). If he isso smart to set up a Construction 
Yard and a War Factory right beside eachother, he'll be toast. Build up/send 
your army to destroy the enemy's units. Now everybody says "Thank you 
Wetwood Studios, we all love you!". Good boys/girls, now all sing in 
enjoyment!

Firezone Confirmed!!!
----------------------
If you are going with a straight armor assault, take the Prism Tanks? They 
can take out Tesla Coils from miles away and are nice tank killers. Just be 
sure to build lots of them, they aren't very strong compared to the Heavy 
Tanks of the Soviets and certainly not the Apocalypse Tank. If you can 
destroy some things with the Tanya Rush first, you'll be very happy when 
you see the Victory message flash across your screen. 

FEAR the Soviet army!
----------------------
Do not tend to send wave after wave of Grizly Battle Tanks if the enemy 
has an impressive amount of tanks himself, your tanks will be demolished. 
It would be better to back them up with Prism Tanks to help out. Split them 
up in two groups, if the enemy goes for the Prism Tanks, do a full assault 
with all your Grizlys and they'll be forced to attack your tanks. Now bring in 
the Prisms and destroy their key structures to make life easier. If your tank 
army is big enough (I'm talking about 50-80 tanks here), you'll be able to 
destroy the enemies. The best thing to do is to let all your tanks target one 
unit at a time. If you have that many tanks, it will be instant death for the 
unit. 
Each unit you destroy is one cannon shell less that your tanks have to deal 
with. If there is an Apocalypse around (which is very probable), give it 
everything you've got, including the Prism Tanks, it won't be able to handle 
that much. if you succeed in all this, you may call yourself a good platoon 
leader.

Don't let the Construction Boys stop!
--------------------------------------
This is KEY to your survival, especially when fighting multiple enemies. 
When you send a big taskforce to attack an enemy, the other one could be 
in for an assault on you himself. If this doesn't happen, it is imperative 
that 
you still do it because you'll have backup forces in case that your first wave 
couldn't push through. If the battle takes long enough, you'll have built up 
another massive taskforce to finish them off.

Naval Warfare
------------
It is time for some real fighting. If you can destroy an enemy from the 
waters, you'll have a good advantage. What we will do is very simple.
- First, build a lotof destroyers and force an opening in the enemy base. 
Support them with Carriers and Cruisers. The Cruisers will destroy any 
missiles that are launched from the Dreadnoughts, while the Destroyers kill 
them off. It is imparitive that you build some Dolphins. Not only do they have 
fancy sounds, they can also remove those annoying Squids, otherwise your 
Destroyers will be killed off like flies by spiders. The dolphins will also 
help to kill the nurdy Typhoons. We will crush them under the iron fist of 
FullBurst41 rule.
- While you have sent all your ships to attack, build a lot of Amphibious 
Transports, tanks, IFVs, GIs and Engineers. Build as many as you can. Now, 
place a few Engineers in one of those IFVs so that it becomes a Repair IFV. 
These will be handy for you. Stock up the rest of the IFVs with GIs. We will 
deliver them in the enemy base. To speed up destruction later, we will train a 
few Tanyas for quick building destruction. This will be vital, we want to 
destroy the enemy quickly.
- Once you have the opening, bring in all your transports and unload them on 
the shore of your enemy. Protect them from any submarines and other 
enemy 
ships and give the enemy everything you've got. Once you have cleared all 
the 
ships, let them help with the units and destroy the base defenses that you 
can 
reach. If your initial assault dies off, let your carriers destroy any targets 
of oportunity. Once you have cleared out their base, bring all remaining 
forces home and rally there. if you were only facing one enemy, take a light 
vehicle, like an IFV, an stock it up with infantry. Let them scout out whole 
the map, and give them an Amphibious transport if needed. It is likely that 
there are some troops garisoned in some houses (this only aplies to AI 
oponents, humans will probably surender directly instead of sending all their 
last resources just to watch them die).

Air Strike without Warning
--------------------------
Always give random air strikes. This is crucial to keep your enemy on his 
toes. What he might think, is that you will send planes untill he falls for 
it. For this he will place massive amounts of Flak Cannons, troopers and 
Tracks around his base. But while you are doing this, build a massive 
amount 
of Prism Tanks and a few Tanyas. What we will do is simple. 
- We will continue to strike with Harriers and still try to take things with 
it. What you could try is to lure the enemy fire away with some Rocketeers, 
then quickly strike their key structures. The Rocketeers should target the 
Flak Tracks. They will probably replace every Flak they lose. Now when you 
have massed all your Prism Tanks (build about 50), send them and your 
Tanyas 
to the enemy base. Let your Tanya-squad take out any Flak Troopers while 
the 
Prism Tanks take out the Tracks. Once you managed to destroy these, 
target the 
Tesla Coils that are present from afar (Note: Targeting from afar is crucial. 
You don't want to lose any units to the Tesla Coils!!!). Once the defenses 
are 
out of the way, let Tanya move in while the Prisms take care of any Rhinos 
in 
the area. Let Tanya destroy the key structures that are left. Your enemy will 
be forced to flee (if he has a second base, otherwise he's toast).

Try to perform these strategies as good as possible. If you don't destroy the 
enemy, you will seriously cripple them and remember, first build up your 
defense, then your offensive power.






-------------------------------------
8. Main Defensive Strategies for the Soviets
\------------------------------------------\
Now this gets exciting. It's not easy to organize a good defense for the 
Soviets. 

Close off all the entrances to your base
----------------------------------------
There'll be multiple holes in your base entarnces. You should build as many 
defensive structures by eachother, and leave some space for units to move 
out. 
BUT we will do something else. The open spaces will be filled with 
Apocalypse 
Tanks. This way, you'll keep those spies away from you. They will also 
greatly 
assist in the defense against tanks. If you see Prism Tanks aproach your 
base, 
intercept them before they can wreak havoc among your defenses.

Lightning Storm Created!!! certain death)
-------------------------------------------
It seems that Westwood has been overpowering the Lightning Storm a little. 
They tend to take out your whole base! So what can we do against it? One 
thing would be to build a second base and keep that one hidden for as long 
as possible (or scatter your buildings of course). Make the ilusion that 
everything you have is in there while you're 
building lots and lots of Rhino Tanks at the other base. Once the Lightning 
Storm hits, send in all your tanks while you're preparing a nuke. You 
should've made a lot of tanks already so they should give the enemy a really 
hard time. If the storm does not wipe out your original base, see what 
defenses you have left, bt I would recommend to evacuate it, sell off the 
Refinery so that the Ore Miners you had there will start working for your 
newer Refinery(s). Once all the units have arrived at your base, the enemy 
will probably send something to find any remaining "straglers". Your nuke 
should be finished by now. Launch it at the enemy base and they will know 
the deal. If your original tank assault took out the enemy base, that's good 
for you. Now sell off all the buildings of your crippled base and use the cash 
for your reinforcement tanks. The enemy is probably angry now and will start 
to think of a good assault. NOTE: LAUNCH THE NUKE AT THE WEATHER 
MACHINE OR YOUR NEXT BASE WILL BE LOST ASWELL. He will scout 
the whole map out until he finds you, giving us some spare time. Once you 
have some tanks, you should be thinking about that second nuke strike 
right? I'd say, target the scouting group (if they haven't found you yet) or their 
base again. If you're going for their base, hope that he has massed his 
power plants together and target that place. With a little luck, the power will 
go off. Send in all the tanks you have (produced and evacuated) and fight 
your way through the Pillboxes. Destroy their advanced defenses so that he 
won't be able to use them when the power gets back up. Get a Yuri along to 
help in the attack. Turn enemy units against themselves you know. Once you 
have this done, you should be able to desroy the enemy base. 

Tesla Setup
------------
Something you should know is that the Tesla Coils work best when you put 
them in a triangle. This will allow the Tesla Coils to protect themselves from 
enemy attack, something pretty important for Tesla Coils if you ask me. 
Place these triangles all around your base, making sure you have a few 
Nuclear REactors sticking around to power everything (DO NOT BUILD 
ONLY NUCLEAR REACTORS, YOU WILL REGRET IT!! BUILD A GOOD 
AMOUNT OF TESLA REACTORS TOO, SO THAT WHEN THE POWER 
OF THE NULCEAR REACTORS FALLS, YOU STILL HAVE ENOUGH 
POWER TO DEFEND YOURSELF. DON'T FOLLOW THIS ADVICE? AND 
BE DOOMED. Do not rely on your coils alone, use tanks to 
intercept/weaken enemy units en route to your base. Or, if it is a real big 
force, send your airships to kill off most of the enemies.

Intercept, intercept, intercept!!!
----------------------------------
Once you have the option, build a Kirov Airship or two (one will usually do, 
just to be sure...). Once you see the enemy armor aproaches your base, go 
and 
bomb them. They will not survive for long. The nice thing is that the Allies 
don't have a lot of anti-air units. They can use IFVs, but they are easily 
crushed by your bombs. I found this strategy to work pretty well. Just don't 
send any tanks with it, it will be destroyed by the bombs of your Airships. 
Now you tell me "So what if my enemy uses this tactic against me, I can't do 
a 
thing? What kind of idiot are you!". Well, it is indeed a close call. My 
advice is to build as many IFVs as possible and bring them along. Or use 
Chrono Legionaires as your attacking units, they will be able to outrun the 
Kirovs easily. See the advanced Strategies Section for the Allies for more 
details on the Legionaire Rush. 

Using Sentry Guns wisely
-------------------------
Sentry guns may not sound very impresive but it can be handy. I prefer to 
build about 6 to 10 at each side of the base. This will be more effective than 
placing only one or two for your base. If you have placed them all, they'll buy 
you some valuable time to build some extra Tesla Coils or something else. 
They'll keep out limited amounts of forces for you, especially infantry. 
Another good tip I can give you, is to place Sentry Guns around your 
important buildings. The main reason for this is because the Chrono 
Legionaires can warp past them and if there is some space between the 
perimiter of your base and the key structures, they'll easily wipe out your 
structures. This works very well against the AI (the Legionaire Rush I mean 
especially on Easo Difficulty. LOL!). This Sentry Gun defense can also help 
against Tanya attacks, as they will find holes in your base defenses easily 
and slip through.






--------------------------------------
9. Main Offensive Straategies for the Soviets
\--------------------------------------------\
Josh would like to play!!
--------------------------
Description: If you have acces to monkeys on the map, use Yuri to gather as 
many s possible and stick a few bombs on'em. Now, hury to the enemy base 
and let them fry the enemy. HOpe you get there in time eh. Let the monkeys 
go to the construction yard and let it blow! Send some dogs to kill off any 
Engineers that might be around.

The AI isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most 
maps, there is a bridge somewhere. It happens often when you are on one 
side of the bridge while the enemy is at theother, meaning this is the 
only/one of the routes to your base for ground units. Well, we will destroy this 
bridge. Here comes the interesting part. The AI doesn'tseem to notice this 
happening and if he doesn't, he won't build a Naval Yard to make ships to 
defend his base. This makes him very vulnerable. Make a shipyard yourself 
and start mass production of ships. Go and attack the enemy. He might 
notice that you have chosen another method of attack, but he is far too late 
to prevent us from destroying him completely. In the few skirmish matches 
I've played with a bridge-to-the-enemy situation, it always worked for me. 
Keep in mind though that you may not leave your base undefended now, the 
enemy will send small attacks from another route if he can find one. They 
include sending over a tank or two to harass you. If you don't have any good 
defenses/tanks, you might even loose an important structure to the enemy. 
This still is a good and easy way to defeat the AI. Still note that this may not 
work too often.

Frosty is angry!
-----------------
Description: You can do the same thing with a Polar Bear, Frosty! Just be 
careful not to come too close... He'll be found on the arctic maps and is nice 
tohave around. Try the same strategy or try to look as friendly as possible 
and scout out the complete enemy base. If you happen to find yourself in a 
fight, test them out on the infantry (Frosty seems to be very hungry today you 
know!).
You could also do the famous "Cow Rush", but I think nobody falls for this 
anymore. There has been so much publicity for it months before the game 
was released, and everybody who was planning tobuy the game knows what 
this is or can guess.

The Standard But Effective Rush
--------------------------------
Build about two dozens of Apocalypse Tanks and build some aditional (no 
sorry, a LOT of aditional) Rhinos to assist with th Apocalypse. I'd say 
building about forty or something around that number. Now build some dogs 
and let them come in behind the tanks. On a side note, try to render this rush 
with the Unreal Tournament engine, and I can assure you that you will have 
a very SLOW framerate. Yes, even you GeForce users. Okay now, rally your 
forces and move to the enemy base. Let the Rhinos wait for the 
Apocalypses. We're planning on a mass attack. Your 64 tanks will slowly 
advance to the enemy base. This looks cooler IMO. 
NOTE: You could say (these guys go too slow, I want some transmorts". 
This is correct, but you'll have to build about 13 Transports and that gives 
you some extra cost to attend to.
Once your force reaches the enemy base, the Prism Towers will start 
zappin'! Fire with all tanks at the same target, meaning instant death to the 
enemy you target. Try to hold off any Air Attackers with your Assault Tanks. 
Demolish defensive structure after defensive structure. You'll eventually 
clear out everything. Let your Rhinos assault the Grizlys. They'll be pretty 
much toast with all this. Once you've taken care of all the Prism Tanks 
aswell, begin targetting key structures. Destroy the Construction Yard, War 
Factory and Barracks. Also, the enemy will do a desperate move by 
lettinglose group after group of GIs. Well, you didn't forget to bring all those 
dogs did you? If you did, you may be in for a little fight. However, I presume 
you brought them along and we will now kill off leagons of infantry. After the 
biting spectacle, bring in your tanks and destroy the Battle Lab, any 
defenisve structures that may still be here, destroy any super weapons and 
destroy the refinery(s). The Miners will just sit there, waiting to be shot by 
your tanks. Relieve them of their painful thoughts and destroy any and all 
remaining units/structures of the enemy. If you didn't win yet, gather your 
tanks and move. You should've only lost a few tanks (if you brought the dogs 
of course). 

The Kirov Rush!!
----------------
This will work just fine. Build a whole squadron of Airhsips (that means 12 for 
those who aren't at home at those terms) and let them move to the enemy 
base. I agree when you complain "But they go so slow!", but you'll have to 
put up with that. What you're about to witness is very spectacular and very 
irritating for the enemy. When you arrive the Patriots will start firing. Target 
them first. Once they are out of the way, fire at any IFVs that may be firing at 
you. Now that this is out of the way, target their War Factory tne their 
Barracks and Battle Lab. The enemy might think you're overlooking his 
Construction Yard but that ain't through. We are NOT. We're just sparing it 
for last. Target it and fire. Now shut off the power by targeting all the Power 
Plants and destroying them. The enemy might be smart enough to flee now. 
If he isn't, so much the better. Destroy any unit that leaves behind, then bring 
in your Rhinos and attack any Grizlys that are fleeing the Kirovs. This is 
another very hard strategy to defend against, but it is possible. Hey did you 
ever try to bump your helicopter into that thing? I never tried it, but it just 
apeared in my strategic thinking. I'll test it out, probably won't work.






--------------------------------------
10. Advanced Strategies

10.1: Allies
\-----------\
The Legionaire Rush
--------------------
This may sound a little odd but it is effective as hell! Build a dozen or so 
Chrono Legionaires. I know it is expensive but you'll get there eventually. 
Once you have the Legionaires, scout out his complete base by continiously 
teleporting out of the range of enemy weapons. We'll search a relatively 
undefended area. If you can find one, the enemy will probably send tanks or 
infantry to attack you. Let them com to you and teleport away when they're 
going to attack you. Don't go too far and the enemy might be stupid enough 
to send them after you; Wait until they come back to you. Now go back and 
destroy any structures you can mange in the time you have. With 12 
legionaires you should be able to destroy some. If there are Power Plants 
here, errase them from time and try to power down the base. Move into the 
heavily defended area (probably where the imortant buildings are). Target at 
your discretion and fire at will (consentrate your fire on one building at once, 
don't use one legionaire to attack alone). The tanks will have a harder time 
shooting at you. If it gets hot for one legionaire, teleport him out of there. 
These guys are very handy to avoid the enemy Kirov Airships.So the Kirov 
can destroy everything, but he isn't fast enough for your Chrono Legionaires. 
Another advantage of the Chrono Legionaire is that you can scare the 
enemy, giving the feeling you're at two places at once. You can split up your 
Legionaires and strike at two different points. The enemy will have a little 
fear, especially humans tend to get mad and smash on the computer screen 
"WHAT THE HELL IS GOING ON! THAT GUY IS CHEATING DAMNIT. 
HELLO, WEBMASTER, I WANT FULLBURST41 BANNED FOR HIS LIFE. 
HE SENT FIFTY LEGIONAIRES AT ME. THAT ISNT REALISTIC."
"Stop screaming, it's hurting my ears. He's NOT cheating, you're the one 
who is too slow to react to it!"

Don't stick with your original base too much
---------------------------------------------
This was the key strategy I used to overcome the enemy in Tiberian Sun, 
and the way I have tested it, it works pretty good in this game aswell.






12. Contact Info
----------------
The author (FullBurst41) can be contacted by e-mail by mailing to 
bloodfreak@hotmail.com. If you have any contributions, or just want to have 
a chat, you can use this e-mail adress. There's only one thing I want to say 
to the contributors: Be sure that you are reading the latest version before you 
throw your sh*t at me. thank You.


--------------------------------------
13. Credits
------------
First off, I'd like to thanks Nadia Varkovsky to let me "steal" her tactical 
information on the units and structures. Common! Where's the 
applause???
varkovsky@hotmail.com
Secondly, I give a big thanks to PsyBorg for his strategic expertise. And of 
course all those people who are so nice to give my FAQ a chance THANK 
YOU ALL!!!! 
PsyBorg00@hotmail.com

Everybody who would like to contribute to this FAQ can mail me and only 
me at bloodfreak@hotmail.com with the subject "Red Alert 2 FAQ". All 
your contributions will be read and if qualified will be put in the right 
section.

This FAQ and all its contents is Copyright 2000, FullBurst41, the tactical 
info (section 5) is Copyright Nadia Varkovsky. 
You may not publish my FAQ on your site until you've asked for it, kapish? 

That's it. It's up to me and you to spice up this FAQ and make it a good 
piece of junk.

FullBurst41






