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<html>
<!-- START HEADER -->
<title>Red Alert Strategy Guide</title>
<!-- START HEADER -->
<BODY background="images/back.gif" FONT="WHITE" LINK="BLUE" VLINK="BLUE">
<PRE><FONT COLOR="WHITE"> $$$
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| ù : ­ | : : ! | :
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Unofficial Red Alert Multiplayer Guide
V 0.777
December 29, 1996
E-mail: [email protected]
Red Alert Madness HTTP://WWW2.DGSYS.COM/~BABAK
Cool Red Alert Sight go visit and get the newest
updates or everything.
Legal Stuff.
============
Red Alert is a Trademark of Westwood Studios, inc. To make copies
of this guide the copies must be Complete and Unmodified. They may
also be distributed in Electronic form and none other, unless prior
permission is obtained from me the author.
1. INTRODUCTION.
1.1 About this Guide.
1.2 Getting this Guide.
1.3 Contributing.
1.4 Whats New
War
New things added shown by (New!)
2. Allies.
2.1 Infantry
2.2 Vehicles
2.3 Buildings
2.4 Navy
2.5 Air Force
3. Soviets.
3.1 Infantry
3.2 Vehicles
3.3 Buildings
3.4 Air force
3.5 Subs
4. Keys and Hot Keys.
5. General Strategies and things to know.
6. Allied Strategies.
6.1 Allied Offence
6.2 Allied Defense
7. Soviet Strategies.
7.1 Soviet Offence
7.2 Soviet Defense
8. Player's views.
9. Bugs.
10. Single Player Save Games.
11. Setting up Multi player games.
11.1 Crates
11.2 Maps
11.3 Units
11.4 Money
11.5 Extra's
12. Words of Sun Tzu.
13. Web Pages.
14. Ladder games.
15. Credits.
==============================================================================
1.1 About this Guide.
-----------------
This guide was written for the sole purpose of improving your Red Alert
strategies and giving information about Westwood's newest release Red
Alert. Any contributions of Strategies, bugs, information that is not
already in this Guide is welcome. Send all your info and comments to
1.2 Getting this Guide.
-------------------
I will fill in this section in the new release. Currently you can E-mail
me if you would like to receive updates. At the mo go to Red Alert
Madness.
1.3 Contributing.
-------------
If you would like to contribute to this guide in anyway be it one little
thing about a Rifle soldier or anything please E-mail me with the info and
your name or nick.
1.4 Whats New.
----------
All new info added has a (New!) infront of it, if you just want to see the
new info use your editor and go to search, search for (New!).
New info about:
---------------
Thiefs.
Waypoints.
Gaps.
Flamer units.
Spy.
Tech centre.
Medics.
Keys and Hotkeys.
Disapearing planes.
Migs.
Player views.
Ladder games.
==============================================================================
Weapon - The weapon the unit uses. Not too important, but you can see
some units use the same weapons.
Strength - This is the amount of hitpoints a unit has or the amount of
damage it can take.
Sight - How far the unit can see.
Speed - How fast the unit moves.
Damage - Max amount of damage a unit can do, different units do
different damage to different armor. ( if you would like me to
add the different armor damages E-mail me)
Weapon Range - The furthest range the unit can shoot.
Weapon speed - How fast the units weapon shoot.
You know the rest!
==============================================================================
2. Allies.
=======
The Allies, the sneaky, the cheap, the guys with the map advantages :)
The Allies ( Germany, France and England ) although they don't have the
tank power, they got the advantage of surprise. With their fast light
tanks for quick attacks (Recon bikes), their Gaps, Gps Satellite,
Chronosphere and Strong Navy, and cool infantry they can stand their
ground.
2.1 Infantry. NOTE: None of the infantry has any armor. Doh!
=========
Rifle Soldier. Cost: 100
--------------
Weapon : M1 Carbine Damage : 15
Strength : 50 Weapon Range: 3
Sight : 4 Weapon Speed: 100
Speed : 4 Techlevel : 1
The Rifle Soldier is very cheap, good in groups. Best infantry against
Rocket soldiers. If you have 5 Rifle soldiers and there is a flamer
in front of you Don't send them all at the flamer , move them back and
send one at a time. They are ok for building's and are the allies main
infantry unit defense against all other infantry. Use with tank rushes to
take out Rocket soldiers and as tank fire diversion.
Rocket Soldier. Cost: 300
---------------
Weapon : Dragon Damage : 30
Strength: 25 Weapon Range: 5
Sight : 4 Weapon Speed: 50
Speed : 3 Techlevel : 1
The Rocket soldiers are amazing for Air Defense, against the Soviets
weak Migs and Yak's. Spread these units out through your base. Also very
good for tanks. Can hit walls, guard them though any infantry can take
them out easily, especially Soviet dogs. They are slow, useful to guard
Harvesters against Air Assaults and with an APC or two they'll be fine.
Rocket soldiers also outrange a lot of units and buildings like the flame
turret and Pillboxes. Carry them around in APC's to get them somewhere
quick.
Engineer. Cost: 500
---------
Strength: 25
Sight : 4
Speed : 4
I used to think these guys were pretty useless, until i saw how well they
can repair your buildings. Yes an engineer can repair your building back
to FULL strength. They can still take over an enemy building, but only if
it's in the red. If they infiltrate a Building that is not in red they
will damage the building. They are pretty fast, but weak and expensive.
I think four is the max needed to take over a building in full health,
good idea to send in a 5th to repair the enemies captured building. Keep
a few around your base to repair buildings under siege.
Tanya. Cost: 1200 Shake it baby!
------
Weapon : Double Colt45 , C4 Charge Damage : 50 x2
Strength: 100 Weapon Range: 5.75
Sight : 6 Speed : 5
Need an Allied Tech Center. New and improved Commando Tanya. She's fast
with a big sight view. Only thing she is good for is infantry and
buildings, don't even bother with anything else. Here C4 explosion takes
down any building in one shot, and the best part is after the building has
exploded no infantry will come running out, so u could blow up lots of
buildings without any interference. Infantry have no chance against her
she reloads too quickly and can take out MANY infantry before dying. Use
with tanks rushes to take out Tesla's and such. Quick way to blow up
bridges using her C4 charge. Try sending her in early, because Soviet
players will take a while to build Tesla's. Don't worry about the flame
turrets she can run right through them. This has happened many a time to
me. If you make her try C4 a building with 6 flame turrets around it the
chances are that she'll only die afterwards. Another thing is as she's
built you can hear here laugh can be a psychological scare to someone,but
is also a giveaway. She has a HUGE range.
Spy. Cost: 500
----
Strength: 25 Techlevel : 6
Sight : 5 Speed : 4
Need a comm center to build. Try sending the spies in early before they
enemy builds dogs or a comm center. The spies look like your enemies
rifle infantry. They can only be detected by dogs or a manual attack.
Infiltration is the game, here's a short list of each building.
Power plant : See what shape enemies power is in, green is good, brown
is bad and red is the worst.
Barracks : See what infantry the enemy is building (pretty useless)
War Factory : See what vehicle the enemy is building , only slightly
useful
Construction yard: See what building he is constructing. Useful to see if
he's got a Tesla on hold or waiting to place it when
you attack.
Radar : Can see how many units, buildings hes got. Can also read
allies messages to each other. (New!) You can see
everywhere the enemy has scouted and everywhere he
scouts afterwards.
Refinery & silo : Can see how much money the enemy has, this is quite
useful.
Airfield : See what air unit he is building or has built.
Sub pen : Get a sonar pulse. Sonar pulse charges every 10 minutes,
and reveals all subs for a short period of time.
The only way he can get rid of your spy is by selling the building your
spy is in.
Thief. Cost: 500
------
Strength: 25 Speed : 4
Sight : 5 Techlevel: 15
Need an Allied Tech center. This unit is simple, he infiltrates an enemy
Refinery or silo and steals half the money, which is then transferred to
you. Try getting them in early very devastating, disable the enemies money
(New!)
Always go for silo's though becuase they hold more money than the
refineries.
Medic. Cost: 800
------
Weapon : Heal Speed : 4
Strength: 80 Damage: -50
Sight : 3 Range : 1.83
The medic automatically heals all infantry within range. Not extremely
useful, maybe for Tanya. Heals 50 hitpoints at a time. Use for units
defending the base, sort of like recycling. Cannot heal himself. (New!)
Now that i know how to use this unit i find him Much more useful, build
two medics so that they can heal each other. Put them on Guard using G
and they will run around looking for damaged units, try it, its cool.
------------------------------------------------------------------------------
2.2 Vehicles.
=========
Allies have a wide selection of vehicles early in the game. Ranger for
scouting, mobile artillery for infantry, and tanks against tanks.
Light tank. Cost :700
-----------
Weapon : 75mm Damage : 25
Strength: 300 Weapon Range: 4
Armor : heavy Weapon Speed: 40
Speed : 10 Techlevel : 4
Sight : 4
The light tanks are the fastest tanks in the game. They only do 5 less
damage then the medium tank and have less hitpoints. They build fast and
are cheaper (sometimes the size of an army is better than strength). Less
range but faster fire rate. They are actually very similar to the recon
bikes, they are fast and good for quick harvester attacking. Speed is
basically their best weapon, they are not to good at fighting with other
tanks so rush them into the enemy's base, attack a few buildings and get
out, DO NOT try fighting with the Soviet tanks unless there are very few.
Same as harvestor attacks send your lights on harvestor raids and then
get them back to your base before the Soviets can get thier slow tanks
there.
Medium tank. Cost :800
------------
Weapon : 90mm Damage : 30
Strength: 400 Weapon range: 4.75
Sight : 5 Armor : Heavy
Speed : 9 Techlevel : 6
Fast and strong tank the best in the Allies arsenal. Cheaper than the
Soviet tanks, in turn means more has to be built. Best for heavy armor
armored vehicles, then wood(buildings) and then light. Guard the heavy
tanks with Rifle infantry against other infantry, or u can just try the
old squish'em. Note: Tank's have become a big part of Red Alert, build
lots of em. All Allied tanks are pretty fast take advantage of that.
Ranger. Cost :600
-------
Weapon : M60mg Damage : 15
Strength: 150 Weapon range: 4
Sight : 6 Armor : light
Speed : 12 Techlevel : 3
This is basically a scouting unit. Same weapon as Rifle soldier so it is
fairly good against infantry, fast and wide sight. Bit expensive for what
they are, i'd rather use an APC.
Ore truck. Cost :1400
----------
Strength: 600 Armor : light
Sight : 4 Techlevel: 1
Speed : 6
Need a Weapons factory and Refinery. Ore trucks are your primary source
of income, you can have 2-3 to one refinery because they now unload much
quicker. They are now faster and stronger. They can also self heal
themselves back to half health. And they just over all seem to last
longer, but they still have to be guarded. Infantry can now be used since
the gold has no effect on them. 3-5 Rocket soldiers for Mig attacks and
2 APC's for infantry should do fine. Note: they are not to bright and seem
to wonder a lot, so keep an eye on them. If you see a Gem patch don't be
lazy they are worth much more and don't regrow. Remember if you loose your
harvester then you won't have an income and if you loose your income you
might have already lost. Repair them often becuase they will just be easy
pickings at half power.
Mobile Artillery. Cost :600
-----------------
Weapon : 155mm Damage : 150
Strength : 75 Weapon range: 6
Sight : 5 Weapon speed: 12
Speed : 6 Armor : light
Techlevel: 8
The arty is now faster and can do some real damage, between its long range
and deadly cannon, any building or infantry unit will suffer. The allies
haven't got much mass anti-infantry units in the field, the Soviets got
the Flamers, grenadiers and the V2 Rocket launcher, this is the best we
got. They are also very good for buildings, make a good chronoshift
passenger. Not good at all for armor. Can be useful early in the game
against infantry attacks.
A-V Mine layer. Cost :800
---------------
Weapon : Anti-vehicle mine Ammo : 5
Strength:100 Damage : 1200
Sight : 5 Techlevel: 3
Speed : 9
Need a Weapons Factory and a Service depot. Use the mine layers when your
not doing much. Place the mines infront off bridges, on bridges, entrances
to your base to disable the Soviet tank rushes a bit. Best of all put them
in your enemies ore fields, that should get them going. You can reload
another 5 mines by going onto the service depot. Mine layers have little
hitpoints and if attacked while laying a mine, the mine will explode
leaving them with little or no health. Infantry cannot set them off.
Mobile Construction Vehicle. Cost :2500
----------------------------
Strength: 600 Speed : 6
Sight : 4 Techlevel: 15
Need a weapons factory and Service depot. MCV is the vehicle that turns
into your construction yard. Use them to set up multiple bases on the new
large maps, near some ore. Beware if your enemies spot your MCV, they will
probably send some air units in, or they might just attack it from the
ground. So try send some units with, have a Gap generator ready to place
down to avoid the air attack, then start placing some turrets. Note: You
will be able to Build twice as fast with two cons yards. Cheap for 2500.
Radar Jammer. Cost :600
-------------
Strength: 110 Range : 15
Sight : 7 Armor : light
Speed : 9 Techlevel: 15
Need a Weapons factory and Comm center to build. The Radar jammer
basically makes the enemies mini map go fuzzy white color and not
function when you get in range of the dome. I havnt found very much use
for this unit. You could use it with tanks rushes to confuse the enemy.
The radar jammer can't be seen on the enemies radar neither.
Mobile Gap Generator. Cost :600
---------------------
Strength: 110 Armor : light
Sight : 4 Techlevel: 15
Speed : 9
Need a Weapons factory and Allied Tech center. This is similar to the Gap
generator, except produces a smaller gap. Basically this generates a small
black gap on the enemies map and he can't see anything there. This unit is
good for helping Soviet team mates, its's got quite a wide gap. Also good
if you want to surprise them enemy with some weird attack, like put a
Tanya under the gap or just send one in so the enemy thinks you are
planing an attack. (New!) Use with your tank rushes 2-3 of them so the
enemy cant see how many tanks you have or they think you got more than you
have.
APC. Cost :800
----
Weapon : M60mg Armor : heavy
Strength: 200 Passengers: 5
Sight : 5 Techlevel : 5
Speed : 14
Need a tent and Weapons factory to build. Ahh the good old APC, this unit
is fast and tough. Ever wonder how you gonna carry all the Allies sneaky
new infantry (Thief's, spies, Tanyas) well this is the answer. Pack some
Tanya's into an APC run the APC into the enemies base and start blowing
stuff up. The APC's are fast enough to get past the tesla's and Tanya's
can move past the flame turrets. Send in two or three APC's and put some
Rifle soldiers in the extra ones for fodder. APC are also good for
infantry and can last long. Very good for scouting as well. Hey they can
even still squish well :) . Also can be used with tanks if you put some
Rocket soldiers in them.
------------------------------------------------------------------------------
2.3 Buildings.
==========
Construction Yard. Cost :2500
------------------
Strength: 800 Armor : Wood
Sight : 5 Power : 0
Need this building to build all other buildings, get one free at the
beginning if you play with bases on, but most people do. Its pretty strong
and doesn't lose a lot of hitpoints against the nuke. Uses no power so
don't even think of selling it if your low on power to get power. Lose
this and you wont be able to build anything. Protect it!!
Power plant. Cost: 300
------------
Strength: 400 Armor : wood
Sight : 4 Techlevel: 1
Power : 100
Sole purpose to produce power. Quite weak and very small. Build this
immediately after Consyard.
Ore refinery. Cost :2000
-------------
Strength: 900 Armor : wood
Sight : 6 Storage : 2000
Power : -30 Techlevel: 1
Need power plant to build. Set up 2 or 3 of these nearest to the ore
fields, try leave some space around the refinery to make less traffic.
Guard the refineries, lose these you want be getting any money.
Advanced Power plant. Cost :500
---------------------
Strength: 600 Armor : wood
Sight : 4 Techlevel: 8
Power : 200
Need a power plant to build. Bigger, less expensive than 2 power plants
for the same amount of power. One Advanced power plant is easier to kill
than two small power plants so balance the power plants out. DO NOT put
power plants together its the perfect target for nukes.
Tent. Cost :300
-----
Strength: 800 Armor : wood
Sight : 5 Techlevel: 1
Power : -20
Need power plant. Tent is the where you produce all your infantry. They
are cheap and strong so build 2 or more to pump out your infantry faster.
At the beginning people like to send in infantry attacks or scouts, so be
sure to place the tent straight after your first power plant.
Naval Yard. Cost :650
-----------
Strength: 1000 Armor : light
Sight : 4 Techlevel: 3
Power : -50
Need power plant. To be built the sea must be within 8 squares, which is
pretty close. Produces all navy units. Building is strong with decent
armor. Build up a navy early to surprise the enemy.
Pill box. Cost :400
---------
Weapon :Vulcan Damage : 40
Strength: 400 Weapon Range: 5
Sight : 4
Power : -10
Need a tent to build. Very good anti-infantry weapon, place this one
nearer to the middle and back of your base, because it is weaker than the
Cammo pillbox. Also good for light armored vehicles. Soviets like to drop
their paratroopers ever so often so be prepared. I prefer the cammo
pillbox for 200 extra you get 200+ hitpoints and its difficult to see,
plus the cammo has a larger sight range. But you don't need a strong
pillbox at the back of your base since the paratroopers are the only ones
that normally get there.
Camouflaged pillbox. Cost :600
--------------------
Weapon : Vulcan Armor : wood
Strength: 600 Techlevel : 3
Sight : 5 Damage : 40
Power : -10 Weapon Range: 5
Same as pill box, but it's well camouflaged with the terrain, and 200 more
hitpoints. Place the cammo box on the outside of your base because they
are stronger and are probably gonna get pounded on by tanks.
Turret. Cost: 600
-------
Weapon : Turret gun Armor : heavy
Strength: 400 Damage : 40
Sight : 6 Weapon range: 6
Power : -40 Weapon speed: 40
Need tent to build. Turrets are the best base defense against tanks we
got. Build them and lots of them. 4-6 do well at each entrance, with one
or two pillboxes. Unfortunately you can build walls near them because
they'll shot em down, but with a lot of tanks and some rocket soldiers you
should be safe. They also use up more power than people think, same as the
radar dome.
War factory. Cost :2000
------------
Strength: 1000 Armor : light
Sight : 4 Techlevel: 3
Power : -30
Need a Refinery to build. You need to build 2 or more early to start
pumping out those tanks and harvestors. The War factory is strong, but
take a bit long to build. Produces all the vehicles in the game.
Radar dome. Cost :1000
-----------
Strength: 1000 Armor : wood
Sight : 10 Techlevel: 3
Power : -40
Need a refinery to build. Personally i can't play to well without this
building. It open up a link with your satellite and shows you the map,
the areas you have scouted and the areas you havnt is plain black. Also
shows everybody else playing, with their according colors. Push U to
toggle the map modes.
Ore Silo. Cost :150
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Strength: 300 Armor : wood
Sight : 4 Techlevel: 1
Power : -10 Storage : 1500
Need refinery. Stores an extra 1500 ore. Build em because when your
fighting you always seem to forget about your money and if you don't have
extra space all the money you mine will go to waste. Silo's are cheap and
can be used to space out your buildings a bit more.
Service Depot. Cost :1200
--------------
Strength: 800 Armor : wood
Sight : 5 Techlevel: 3
Power : -30
Need a weapons factory. Repair all vehicles for 20% of the cost. Reload
mines for mine layers. Can repair multiple vehicles.
Allied Tech center. Cost :1500
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Strength: 400 Armor : wood
Sight : 10 Techlevel: 7
Power : -200
Need a weapons factory and a Radar dome. This building charges your GPS
satellite for 8 minutes, then launches this nuke like thing into the air,
then you can see the whole map. It also lets you build advanced buildings.
Its weak and uses a lot of power, so put it in the back of your base,
because if you loose this building them you loose your whole map, EVEN the
areas you have scouted Not nice. It works even if your power goes down
though which is good, and you don't need your comm center anymore so you
can sell it. (New!) Good idea to build two since people are now going for
this building and they know it will disable you. Put a mobile gap there
so they cant send a spy plane over and see it.
Anti-Aircraft gun. Cost :600
------------------
Weapons : Double ZSU-23 Damage : 35 x2
Strength: 400 Weapon Range: 6
Sight : 6 Armor : heavy
Power : -40 Techlevel : 5
Need a Radar dome. Very good for Migs and Yaks, ok for hinds. Use quite a
bit of power, but have good armor. Fast firing Anti-Aircraft Gun. Use
Rocket soldiers to take out Helicopters instead. They also wont operate
when low on power. Weak two Migs can take it down, but then two migs can
take out most stationary base defence.
Helipad. Cost :1500
--------
Strength: 800 Armor : wood
Sight : 5 Techlevel: 10
Power : -10
Need a radar dome. Takes long to build, get a free Longbow helicopter.
Strong and cheap for what you get.
Chronosphere. Cost :2800
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Strength: 400 Armor : wood
Sight : 10 Techlevel: 15
Power : 200
Need Allied Tech center. Chronosphere charges a chronoshift. Uses a lot
of power and is a weak building. Very expensive as well.
Chronoshift
-----------
Charges quickly every 3 minutes, then you may select any vehicle and
teleport them to any part of the map you can SEE, cannot be teleported to
dark areas of them map. Every so often it may produce a Chronal vortex
which destroys anything its sees. Get rid of it by sacrificing 5 Rifle
soldiers. Uses: Shift an arty into someones base and start attacking their
buildings, if a harvester is getting attacked shift it back to base, shift
your Cruiser if you have one is probably the best thing to do since
cruisers are so slow. You can Chronoshift your allies as well. You cannot
shift live matter so dont try fill an APC with Tanya's and shift it
because you will lose them. (New!) After a unit has been chronoshifted
somewhere he will be chronoshifted back.
Gap generator Cost. :500
-------------------
Strength: 1000 Armor : wood
Sight : 10 Techlevel: 10
Power : -60
Need an Allied Tech center. This baby rocks, it generates a big black
area on the enemies maps, many people complain about this advantage. It
should be placed on the edges of your bases has a large radius, cheap and
is strong. Also disables frequent Air assaults, you can't attack what you
can't see. Uses a lot of power, and when you are low powered they go
offline and the enemy will be able to see your base if they have already
scouted there, you first of all feel kinda naked + the enemy knows your
low powered. (New!) Put Mobile Gap generators under the base Gaps to that
the enemys Spy planes cant see through it. Make much wider Gaps than your
actual base extends by spacing them out with Silo's then placing Gaps on
the end, really errortates people.
Nuke Silo. Cost :2500
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Strength: 400 Armor : heavy
Sight : 5 Techlevel: 15
Power : -100
Need an Allied Tech center. Weak building, needs a lot of power, quite
easy to take out. Holds a nuke.
Nuke.
-----
Charges for 14 minutes same time as iron curtain, then select an area on
the map to launch the nuke at. Very good for amassed power plants next to
each other. doesn't destroy much except for power plants and very weak
buildings. Don't even try the cons yard, unless you got a follow up attack
Also still good for infantry and light armored vehicles, almost useless
against tanks. </FONT>
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