REDALERT PRO TIPS AND TRICKS By: cLass1C This guide is not for those who want to learn how to play Red Alert but rather for those who want to learn to play BETTER in tournaments or games in which experienced players are plenty. Therefore I will try to cover the basics of pro play as well as some tricks I have learned over the years but will not tell you things that you should already know as a relatively experienced player like "Pillboxes are good against infantry" or “put a Tanya and 2 medics together to kill lots of infantry duhhhh” and all that bs. Another important thing to note is that the guide is primarily for playing against HUMAN players, not computer skirmishes. The computer is very different in everyway; they have a few strengths but much more weaknesses. BUILDING BASICS The best approach is the most direct approach to your goal. In most maps, the goal is to mass as many tanks as possible. This does not apply to maps which as sea dominated, in which case the strategy becomes a little different. We will only cover the building basics behind a land dominated map. LAND DOMINATED BUILDING BASICS The general starting building order should be deploy MCV, small power plant, barracks, ore refinery, war factory, advanced power plant, and afterwards you can keep churning war factories (4-6 being a max depending on available resources) and ore refineries (don't build too many as you will need to protect your trucks and may not even be able to build fast enough to use up resources, especially in money maps). In the initial general building order, when you place your first barracks, in the wait time for getting the ore refinery, build infantry (rifle, they are cheap) to scout the map and enemies if you don't know the map (you should have a good idea of the layout of the map you are playing to be most effective). If you are playing a 1v1 the opponent should be opposite to your corner. You should just keep building tanks once you get a factory. Building more than one ore truck to 1 refinery is also a good idea, no need to keep it 1 ore refinery to 1 ore truck. Keep it max 2-3, cause ore trucks are retarded and sometimes wait for the “main” truck (the one the ore refinery came with) to come back before dumping its own. Also good to keep 5-10 rifle infantry near your base at the beginning to prevent idiot enemies from trying to send engineers into your critical structures right at the beginning. When you get past the initial building pattern, you should simply focus on tanks (heavy for Soviets and light or medium (if you are not good enough) for Allies). Infantry are useless and air is easily countered. Reasoning will be given later. If you are playing a map in which the opponent is rather close and he is not in the habit of building a barracks first before the ore refinery, you can try a quick strategy which involves building 2-3 barracks and building 3 engineers, and 5 rifle infantry and sending them into the enemy base, using the infantry as distraction, send all 3 engineers into the enemy MCV and sell immediately. Also if you suspect your opponent of being very crafty, keep 1-2 defense structures near critical buildings or use a gap generator. Hence the structures you should concentrate on are dependant on the time in the game. Early game, stick to the basics, making ore refineries and war factories and stocking a few defenses if needed. Later game you may need other things as they come up. I will go through a list of the major ones and what you should do about them: Defense structures (ground) are generally useless because in Red Alert, the best defense is certainly a good offense in terms of tanks. But if you feel you really need them, the Soviet tesla coil is the only building worth constructing. Try to build concrete walls around the tesla coil, quite effective against small groups of tanks. The Allied camo pillbox may be useful against Allied light tanks (they can’t miss) en mass, but in that case, cover with concrete wall for sure (light tanks attacks are weak). Defense structures can be built early or late game, more effective early game though. Especially useless for primary defense are flame towers, don’t build them unless you plan to be attacked by masses of rifle infantry and dogs. However, they are good to discourage gay shit like an enemy Tanya dropping into your base and detonating your MCV. Build 2 near your MCV or any other critical buildings if you suspect your opponent of being an asshole. Defense structures (air) cost too much money and power, use rocket soldiers instead (see below UNIT section). Silos are not needed because you can use the bug in which you construct an expensive building, then cancel to get the money back, but in credits, as opposed to ore. You probably will not need the Soviet tech center as mammoth tanks are useless against expert players, you will see why later. Allied tech centers may be alright and serve as a very good, very expensive radar dome, good if you do not know the map well, or if you are against 1 or more crafty players. Obviously a late game choice. Nukes are a good touch if you have the money but the Chronosphere and Iron Curtain are quite useless. Use nukes primarily to destroy power right before an attack. Then when you get in try to take out another power plant to further reduce power. Nukes can also be used if you find the enemy is massing something damn weak but a real threat, like tesla tanks or shock troopers. Don’t bother nuking units otherwise. Obviously a late game choice. As air units are mostly useless, you will see why later again, the only air-related structure worth building is a single Soviet airfield, for spy plane and paratroopers. Early to mid game, you should have this, the earlier (if you can afford it) the better as you can keep scouting his base and be updated on what he is doing. Concrete walls are highly underestimated. If used well, it can save you. I will go over how in the later advanced strats. But for now know to keep tesla coils/pill boxes surrounded if you do use them. Some players do not like to use radar domes as they think they are a waste of money but if you want to control your units and plan your attacks well, you will need it. Helps you keep track of ore trucks and make sure your enemy isn’t pulling a quickie and sending engineers into an unguarded portion of your base via APC. Have this by mid game or before you attack. Supply depots are generally useless for repair, however you should have one in the cases that you need to rebuild another MCV when the opponent either swoops in with tanks in a suicide mission to remove your MCV, or does the same thing with migs. You should have one before the enemy has any serious threat to you MCV, probably mid-early game. Gap generators can be useful, especially in a long game, to hinder nuking, prevent annoying small attacks on unguarded parts of your base and hide your base. Build over critical structures. Also try to keep more advanced power plants than needed, to prevent the enemy from downing your power, especially important if you have tesla coils. Build as needed. Power plants are cheap so feel free to slap a few around everywhere even if you don’t really need it. The reason is that extra power plants (especially advanced) serve as cannon fodder as players see power plants as an essential, but weak and easy target. So while junior idiot tries to down your power and starts going crazy attacking your power plants in your base, you can take his tanks down, resting assured that you have much more than needed. Junior idiot will wonder why the hell your power is not down yet and the tesla coils are still making short work of his tanks. Don’t use small power plants, they are too weak for even cannon fodder and are not good lure targets. With structure fodder in mind, fake structures are a good idea. They are cheap and quick to build and can help save critical structures. Put 1-3 of the same type mainly around your MCV’s, war factories. Therefore if the player decides to suicide mig your MCV he’s gunna have to guess. Also if he attacks your base with tanks he will have to try a few times to get your real MCV. If you decide to build them, have them by mid game. Any other structures I may not have mentioned, i.e. sand bags, aren’t important. LAND DOMINATED UNIT BASICS Although you should mainly try to stick with heavy for Soviets and light or medium (if you are not good enough) for Allies, other units may or may not be as effective as the above, and I will explain for most of the major ones. We will discuss the units in terms of usefulness in a PRIMARY ARMY: As I said before, stick to tanks. Why? Because if an enemy comes at you with infantry, crush them all. Keep moving and crushing and don’t bother stopping and firing at them. If an enemy uses lots of air units, THAT IS THE ONLY TIME INFANTRY IS USEFUL, TO COUNTER AIR. Mass rocket soldiers as they are the only good defense against air. Keep them somewhat scattered and have a few rifle infantry in the mix to prevent infantry dropping from downed planes from killing all your rocket soldiers. If you have enough, air units should become obsolete against you. Air structure defenses cost too much, are too easy to hit, and take up power, space and time to construct when you could be use all of them for more war factories, ore refineries or tanks. The light tank should be the staple for any allied player. Its main strength is speed, KEEP THEM MOVING when attacking because otherwise, they suck. If you can’t keep them moving as much, use medium tanks instead. The heavy tank is the staple for the soviet player. It’s the only basic tank you can mass but they are quite easy to use. Just remember, as in all tanks, to keep them moving especially while attacking. Having a primarily tank dominated army is weakness to only one single land unit (not counting air, which is not really a threat as they miss and take out units too slowly), that is the shock trooper. Being unable to crush them, and the fact they cannot miss make them quite a formidable unit, especially against light tanks. HOWEVER, don’t be fooled, they cost as much as a heavy tank and move slower. A heavy tank can take out a shock trooper 1v1 and the fact that shock troopers are really slow say that shock troops should not be used for normal attacking, especially since it has many other weaknesses being the infantry class. Use as base defense can be foreseen although you should probably not waste you time with them, only other use is as a powerful escort to your ore truck or annoyance. Other types of infantry suck balls. Tanya is too expensive, however if you somehow manage to find a distracted or totally unguarded base you could possibly make short work of it (which never comes up if you play a halfway decent player). Hence for the most part, air is useless, however it can serve 1 purpose. Other than the spy plane and paratroopers, you can have 2-6 Soviet migs to take out retard enemies who snipe at your structures using V2’s or harass your ore truck with 1 or 2 rangers. Moving your army to remove them may prove fatal as these are mainly distractions that players use to get your army out of the way of guarding your base. The rest, hinds, yaks, and unfortunately the only Allied air attacker, the longbow are all quite useless. The longbow sucks since it takes forever to acquire the target and positioning itself, allowing the enemy to either withdraw their unit or move them about, preventing effective removal of the unit. Many players believe massing mammoth tanks are certain victory, however this is not true. Due to their slow speed and rate of fire, they can be taken out by more agile units. V2 rockets can be used well, but generally only useful against structures and infantry, especially shock troopers. Tesla tanks are quite good. The only setback being that they are expensive, take long to build and have a slow rate of fire. Other than that, they are deadly. The greatest advantage being that they do not miss. If you manage to mass a platoon of these guys it can decimate a base in seconds. They are also quite weak in armor so a mix of heavy tanks and tesla tanks could be envisioned, however against a top notch player; he’ll probably overwhelm you with too many more tanks after you wasted your time building tesla tanks. Chronotanks are shit in a main army, useful for distractions though. The following are units you probably should not consider. Rangers are not tracked, too weak (armor and dmg), and all rounded shit. Artillery are simply too weak (armor) and slow. Mobile gap generators have too little a covering range to be effective. Radar jammers are more of an annoying unit as opposed to a threat. Mine layers take too much time to lay mines, but can be used for annoyance, more on annoying strategies later. Specialty units such as the spy, thief, medic, mechanic, are all too expensive and hard to control to be worth it. You could possibly use a spy to scout out their entire base if you have an inept opponent as units don’t auto-attack it. Don’t bother building one to keep an eye on their power because any normal player will sell power plant and build another one. Thieves are simply useless. Demotruck? No, expensive, slow and only good against structures. If I didn’t mention any units, like attack dogs, they are not important. LAND DOMINATED STRATEGY BASICS You want to keep your tanks moving while attacking, and harder to hit (called queuing). You can do this by clicking attack on an enemy unit, then clicking move next to it and repeating quickly. Time it so you move while they fire. This is probably the main and most effective strategy. In fact I have destroyed a mammoth tank with a single light tank before by doing this. Basically all turret based weapons are rendered useless with this strategy, including turrets, other tanks and rockets. Just remember to keep your tanks moving. Don’t bother with the “V2’s in the back and tanks in the front” strategy or something of that idea because the concentration split in controlling 2 groups of units is not as effective as keeping 1 group of units well controlled. Also those far ranged units projectiles are easily dodged and you may find yourself running into them. Focus fire on units to destroy them one by one quickly. Choose units that are high damage dealing, accurate and low health first (i.e. tesla tanks and artillery) but make sure they are also close by and you don’t have to run through an army to get them. When attacking a base, try to down the power first if it is not too much trouble. It slows production and turns the deadly tesla coil off. It also serves to scare the shit outta the opponent. Assuming the army is destroyed (you should not try to take an army on at its home base but if you do, try to lure out by clicking attack on an enemy unit, then clicking move away from base and repeating quickly. Go for all defense structures but leave tesla coils IF offline and air defense structures. Meanwhile take out more power, now with the base semi offline you can make a choice: If you see no way in destroying the entire base because his army is coming back or there are too much base defense, try to take out his MCV and supply depot first, then war factories and ore refineries although the latter may be harder as players usually have multiple. If you can destroy the base, simply destroy in order, the power, the constructing buildings, the ore refineries, then everything else. I say the power first since if you manage to remove all power, the game is done. Everything builds too slowly for the opponent to recover. However if the opponent has cleverly split up his power plants, then take out the constructing buildings while removing power plants on the way. When getting attacked at your base, try to get your defense structures in on the fight so you should have your army situated around your base defenses in the first place so you don’t have to run back. Despite the above guidelines, those are only basic tips. You should take into consideration first the proximity of the structures, i.e. you don’t want to run though layers of base defense to simply get a crack at the MCV, take out the base defenses first or find a better way in. REMEBER whenever you leave your base to keep base defense for annoyance attacks. Never rely only on your base defense against a primary attack. You can never have enough against a large platoon of tanks. If you ever find a small pond near your base and you decide to place a cruiser or missile sub in it to help defend your base against land attacks, DON’T BOTHER! Both are not perfectly accurate (yes even the sub) and easily dodged by any decent player. Also if some idiot does that and you are attacking his base, move all your units right into his base as his own cruiser/missile sub will tear apart his own base while missing your units (keep them moving while in his base). LAND BASED RESOURCE MANAGMENT In maps with a small amount of ore, don’t go wasting all your resources on frivolous things, keep your building concise and take over as many ore patches as you can. Although you should still focus mainly on getting tanks, you should also be pulling annoying attacks (see FINE TUNING) to weaken your enemy. Taking over ore patches is an important thing to know how to do properly. While you don’t need your entire army guarding the ore patch you are mining, you need to keep an eye on them. This is probably where anti-tank mines or shock troopers are very useful. You can also mine up your own ore fields in a jagged pattern to keep ore squares for ore regeneration, if it’s on. Depending on the map, you may be able to enforce ore fields with your primary army, without leaving your base fully unprotected. Also mid-game try to mine fields that you know will be disputed over long-game. Don’t do this beginning-game as the beginning is critical to mass a large amount of tanks and ore refineries for stability. Keep fields that are mostly yours (hard to access for enemy) in case things get too hairy. Protect ore patches you are CURRENTLY mining actively. Don’t bother actively protecting an ore patch that you haven even started mining yet. By actively I mean using units like shock troopers or tanks etc. You can discourage the opponent from ore patch stealing by mining (mine layer) up ore patches. Ore patch protection should not be overdone as it is only for stopping lame attacks, not full army attacks. Full primary attacks should always be met by your primary army. Protect by scattering units around the field. A good way to incite your opponent to fight you in open territory as opposed to near his base is the attack his ore truck and obliterate the opponent presence on the ore field if possible. When the opponent comes with his primary army, move your units behind the ore field, then engage the enemy as he is crossing the ore field, it slows down his units and also destroys the ore field. Therefore use it on ore fields that you don’t really want, or are mainly the enemies’. Try to circle the ore field as opposed to go into it to attack your enemy. Many players like to start the attack by attacking your ore trucks (especially if they are easy to attack), which is a good idea. If you find that happening to you, move ore truck back immediately after first sign and face the enemy at your gates. Don’t, unless totally necessary, leave your base to confront their army at the ore patch as they can send Tanya’s and so on into the now unguarded portions of your base. Keep an eye on your ore truck because when it is attacked, you get no warning, only the “Unit lost” and screen shake when it died. Also the chronosphere can be useful here in which you transport a hopelessly ambushed truck back to base. But be wary as the truck will appear back where it started. You should never think about attacking an enemy ore truck with infantry (except shock troopers) because the truck can just crush them all. If you find money becoming tight, and ore patches becoming rare, use more annoying attacks to whittle enemy resources, but preserve units. In stagnant games, i.e. the opponent and you built lots of base defense and your armies are small due to plenty of fighting, aggressively take over regenerated ore patches as resource gathering is the primary strategy here. Also know that a poor player will tend to leave things unguarded. In that case feel free to take advantage of that, i.e. ore truck unguarded? Shock-drop it (see below FINE TUNING). In maps where resources are plenty, focus more on destroying your enemy. Keep massing more tanks and less annoying attacks. LAND DOMINATED STRATEGY FINE TUNING This section contains the “annoying” strategies that are not “main” strategies (WITH EXPEPTION OF QUEUING) and that can be used to win small skirmishes or annoy and frustrate the opponent. These are mainly used to weaken their main army by forcing them to split up their army. A good thing to do is to piss off your opponent enough to mass you at your base and try to destroy you only to be destroyed by your army and your base defenses. After which you quickly retaliate and completely level his base. I’ll also give you counters to these strategies, in the case you are faced by them. Note that one should not spend too much time on these strategies in a game since it takes up time and effort. It is probably best to use these when you and your opponent are doing nothing and massing tanks cause both of you are too pussy to attack each other. Just remember in that case, too keep building those tanks. Use also if resources are low and you are not doing anything anyway, but in that case your primary focus will be to attempt to engage the enemy where you have the advantage, i.e. piss you enemy off enough to mass your army and base defenses at your base, or whittle enemy forces. Queuing: The most essential strategy, I have kinda covered it above but I want to be clearer here. The basis behind this is to keep your tanks moving while the enemy fires, then stop and fire at them. It becomes a small dance, which requires good timing and coordination. To start off, first label your army 1 using ctrl+1. That way if you click something else by mistake you can quickly select all your units again. Keep your army selected throughout the procedure. Move towards the enemy, let them fire first, they will miss as your tanks are still moving, then immediately focus fire on one enemy unit when they finish firing (or most of them). Move before they fire, let them miss again, then focus fire on another enemy unit if the latter is dead. Repeat. Try to keep outside or around their army, you want to be moving perpendicular to their shots as opposed to towards/away (parallel). Try circling their army; you want the enemy clustered so tanks in the middle of his cannot fire. If you find your army basically merging with theirs that is fine, but if that does happen you want to start getting rid of enemy units faster as opposed to being so focused on dodging enemy shots so simply move, attack, move as fast as you can. Move as much of the time as possible but attack frequently. You will find later, after lots of practice that you are clicking move and attack so fast, that the tanks look like they are firing at the enemy while moving. That is when you know you are pro, what you should always strive for, and the level I am at now. As for circling, try to move so your units are circling your opponent, that way you can kinda corral them into a circle. Finally when you queue, if you have units that are generally weaker then the opponent, try to keep a distance away; if you have units that are generally more powerful (and therefore probably slower), move in closer. Counter: You better hope you queue better than your opponent. But when you master that, and play an opponent that has mastered that as well, you should find (after many battles in which 2 armies are circling one another) that faster units eventually prevail. The reason being that they are much harder to hit, and can circle better due to their quickness. A pro with an army of light tanks can be devastating. Dodging a longbow: If your opponent ever decides to attack one of your land-based units with a single longbow, run the unit basically under the helicopter, the missiles fly slightly off to the side. The longbow will reposition but you just do it again and it wastes more missiles. Counter: Fly longbow off a bit and attack, unit has to catch up to get under you but you can get a few shots off. Force field: This takes advantage of the fact that concrete wall can be built so fast. If you find a lone enemy tank or 2 attacking your structure, and you want to prolong the life of the building while your planes come over, slap a wall right in front of the structure between structure and tank. Rinse and repeat. Counter: Move tank to better position. Dodging a yak: In case an important infantry is faced with a yak, towards the speeding movement of the yak, as they tend to over shoot, keep running that way, they will turn around and undershoot the other way. I have dodged a yak attack run with an engineer once, but it was kinda pointless cause I didn’t need the engineer (I got the damned thing in a box, what can I say). Counter: Force-attack behind of running unit. Dodging squishing: For the most part a determined player will eventually be able to squish your infantry, as infantry are very slow, but you can delay it and piss off the player by running to either the square diagonal to the units coming towards you or side to side. Just time is so JUST when the tracked unit starts moving, you are moving away. In fact by perfecting this, you can really infuriate players. Attack their unguarded ore truck with infantry but keep dodging, sometimes the player sends his army (or part of) over then you can make your attack on his base. Counter: Really depends how good the player is at this, for the most part you can eventually get him but if not, bring over a nearby ore truck to help. Basically you don’t want to have to make your army come over and leave your base defenseless if you’re dealing with 1-2 rifle infantry. Outranging: A rocket soldier or tank can outrange a pillbox and flame tower, a V2 can outrange anything. Use annoying attacks to pick off defenses, or structures. You can use on units but usually it results in your V2/rocket soldier/tank being chased down and annihilated. Counter: If the defense structure is very isolated, that is your army will take a while to get him, use planes if possible, otherwise as a last resort, sell structure right after he fires a shot and rush the fucker with the infantry. Up against a V2 split up the infantry so it takes multiple rockets to kill all the infantry. Build it back later if you need to. Tanya drop: If opponent happens to leave critical structures unguarded (esp MCV) load 1-2 Tanya in 3-4 APC (some will be empty for cannon fodder) and run into base fast, unload and detonate. Chinook is also an idea if they have no air defense as well. Counter: Keep flame towers/pillboxes near critical units or use gap generator. Engineer drop: Same as above but with more engineers, you need 3 to damage and take over any structure from full health. Best to sell it after, as the opponent will most likely swoop in and obliterate it or recapture. You can try the build tesla to 99% then capture and place tesla next to captured building for extra annoyance factor. Counter: Keep flame towers/pillboxes near critical units or use gap generator. Radar jam: Use the radar jammer when you attack, it adds to the frustration. Or feel free to jam, then run away when units come, come back, jam some more and run away. May incite opponent to move some units there. Counter: Don’t let it bother you too much, use of planes are best here but otherwise its not much of a threat. Usually it can scare a player as it also is the calm before the tesla tank storm. Ore truck harass: You can aim to either, destroy it, or simply annoy it. If you want to annoy it use rangers, they are cheap and cannot be crushed. Use 1-2 and opponent will have to send something to stop that mess. If you want to destroy it, try using 6 migs to quickly dispatch of it. Move migs at edges of map so they are not easily detected and also attack when the ore truck is not moving (i.e. mining) by hovering for a bit until the truck stops moving. In case you are a retard and don’t know how to hover with migs its just moving them around the location not yet telling them to attack in which case they will just fly about. If you decide to use tanks be wary, opponent will probably try to corner and destroy your tanks, leaving you a few tanks light. Counter: Escort with shock troopers against ground protagonists, or rocket soldiers against air. I find it also good to simply stake units around the ore field as escorting can lead to ore truck getting stuck and bumping around. The shock drop: This may be seen as similar to above but I find is takes a different strategy to execute. If executed properly it can be devastating. Fill 2-3 Chinooks with shock troopers, fly (avoiding air defense) over to their mining ore trucks, deploy and destroy. Load back in quick and run. You may consider not filling your Chinooks with 5 shock troopers but 2-4 so you can load them back in faster. Repeat until they end up escorting their trucks with tons of units, lightening up their army. Counter: Have V2’s in the field before they come as an added protective unit, along with shock troopers. If you have nothing, use planes to kill Chinooks right away and send units over. You may need to lighten your army a bit for this one as shock troopers are really annoying. But remember it cost quite a bit for your opponent to set this up and destroying them all by preventing escape discourages the enemy from doing this again. Chrono-drop: The only good thing is that you can target chronotanks anywhere on the map without worrying how to get there. Harass ore trucks, attack unguarded buildings. Move to enemy base defenses and outrange a tower, when opponent comes to stop the fun, chrono back to your base. Counter: Planes are a good idea however be careful as chronotanks are really good against air for some reason. Otherwise chase with fast unit, and dodge the missiles. Suicide paradrop: Paradrop is mostly useless. Use only if this situation arises: your enemy placed expensive infantry or lots of infantry near his flame towers. Drop right on top of enemy infantry, let flame tower fry both you and all his infantry. Counter: DON’T PUT YOUR INFANTRY NEAR FLAME TOWERS, RETARD. Invulnerable nuke truck: Iron curtain a demo truck and send it into a bunch of power plants. Counter: Don’t think many people will use this as it requires building 2 very expensive and useless things, the iron curtain and demo truck. Otherwise try blocking it with tanks or even slapping a concrete wall right in front it, so that you cause it to STOP and turn not simply dodge it. It requires timing to do this though. Get ready for an attack because players who do this usually combine with the nuke silo nuke to fully reduce your power before an attack. Mining the ore fields: The only mine layer that is useful is the anti-tank ones. One of the oldest tricks in the book, mine up your opponents mine field. To make it more effective, watch for the ore trucks mining pattern, the empty diagonal squares. Lay mines where the truck is likely to mine next and opponents will find it a very hard time to mine, the more the better. Counter: This is one of the most annoying things if an opponent managed to carry it out successfully as you cannot force-fire the ore and getting rid of them will mean losing vehicles. Best counter is to prevent it from happening in the first place (keeping shock troopers staked around your ore field), otherwise if it gets too bad you may have to find another ore patch, take over one of theirs for revenge :P. Suicide migs: Build 6-7 migs and fly them (avoiding air defense) to enemy base and attack and quickly destroy an enemy critical structure. Counter: Backups, air defense, fakes, gap generator; too many counters for this so many pro players don’t really do this often, as migs are rather expensive. OTHER STRATEGIES Honestly, I don’t like sea dominated maps and I don’t really have well-defined strategies I stick to. Allied have a clear advantage in the sea, by using gun boats as sub destroyers with the help of destroyers. Cruisers can be used to force fire near subs as well to obliterate them. Use the formation bug (putting sea units in formation with a fast sea unit like transport) to dodge shots (yes, subs can dodge destroyer shots, easily). Basically if the enemy’s base is near a shore, you need to take over the sea asap and annihilate his base with cruisers/missile subs, warning: keep your own base secure as well. If you are near a shore you need to secure the sea. If you didn’t do that fast enough, you are mostly likely screwed, unless you have a large tank army and he has a small one. Then it becomes who can destroy the other base faster. In that case run out of cruiser range. In maps that you can ONLY get to enemy base over sea (those are the gayest), then obviously the strategy is to mass sea. In these cases, annoyance attacks are frequent. For those who like playing against the computer the difference is that the computer follows a set of rules. So if you find something that works against them, it will always work. Therefore they suck. The computers only strong points (on Hard) is the ability to ruthlessly dodge squishing, see the whole map despite gap generators and the fact they can build faster and more than you in general. Also don’t bother playing nurple maps, most are rigged and gay. INTERESTING THINGS I’VE DONE OR PEOPLE HAVE DONE TO ME I add this section mainly because the best way for a player to get better, is the play more. Playing more exposes players to more strategies and situations that one can learn from. Here I present interesting things that I have done or players have done to me and may or may not have said before that one can note and take into consideration: I have out-queued a mammoth tank 1v1 and beat it with 1 light tank, trick is to keep a distance from the mammoth tank. I ran into an enemy base with a tank, inciting all the enemy V2’s to fire at me while I was nearby a pair of enemy power plants, destroying one and severely damaging the second, ok that was kind of luck. While I was queue-battling with another enemy, he (I didn’t notice them coming) ran 3 demo trucks right into my path of tanks. From now on I keep an eye on what else is going on while I queue-battle. In a long battle, I was attacking the enemy army when I realized my base was being torn to shreds despite my defenses by tons of… rifle infantry! Turns out the opponent had been paratrooping infantry at some dark corner near my base for the whole game and since the plane comes from the nearest side, I didn’t even see the plane fly by. On an island that was my main ore supply there were only 2 thin paths in, one towards my base and one towards the enemy. Suddenly I realized my ore trucks were running though the enemy base and getting decimated, looking on the minimap I couldn’t see anything, upon investigation with 2 heavy tanks I realized that my opponent had placed 3 mobile gap generators blocking the path to my base and I couldn’t even see them, with my ore trucks being retarded and moving through the enemy base hoping to return the ore. I once queue-battled someone light tanks v light tanks, the battle was intense. It seemed like I was going to come bad on this one so I ran my nearby ore trucks right into his circular path (he was attacking one of my ore patches), slowed his light tanks for a second and managed to wipe him out and survive with 3 red light tanks and 5 damaged ore trucks. GUIDE INFO Created from scratch by me. When I played Red Alert I always went by different screen names so I don’t have a defined name. cLass1C was my general screen name for other things like chat rooms. This guide was originally created on March 16, 1999 but recently transferred onto a Word document basically to make it easier to read and for a format more people are used to, I wonder if anyone uses Windows 95 anymore… Anyways, hope you learned a bit, I’ve stopped playing since 2001 but I have played this game for about 3 years, competitively in tournaments before. You or anyone can use this guide (post or as attachment in websites) as long as credit is retained and nothing is changed. Thanks a lot, good luck although people these days are playing much fancier games now. It’s too bad, this was a good game when it came out. As for me… well I stopped playing games altogether in 2001, kinda got busy with work and a new family :P. Note: Most recently tranferred to notepad for proper formatting to GameFaqs.com