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This section covers all the strategies that I have come up with. There is also a list of all units and some strategies I have successfully used. I have not had the time to play lately, so I'm not able to update this page for sometime.
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Unit: Field Medic Cost: 800 |
Range: N/A Armor: None |
Prerequisites: Barracks Weapon: Heals Soldiers |
Medics heal all infantry around them. It is always useful to have a few medics around a group of infantry. Two or three medics can make a group of infantry live three or four times longer. They are the most expensive type of infantry but, they make up for it with the money you save from the healing.
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Unit: Rocket Soldier Cost: 300 |
Range: Short Armor: None |
Prerequisites: Barracks Weapon: Dragon Rocket |
These are great for attacking vehicles and planes. They can be trouble in groups. Exactly the same thing as Bazooka Infantry in C&C.
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Unit: Spy Cost: 500 |
Range: N/A Armor: None |
Prerequisites: Barracks & Radar Dome Weapon: No Weapon |
Spies do exactly what you expect. They can tell you information about your opponent that you wouldn't normally know such as how much money they have, what they are building, how many units they have. The spy is completely stealth to opponents. The only thing that can detect a spy is a guard dog. The spy's best use is to walk into a sub pen so you can get the Sonar Pulse.
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Unit: Thief Cost: 500 |
Range: N/A Armor: None |
Prerequisites: Barracks & Tech Center Weapon: No Weapon |
Thieves will steal half the credits from an opponents silo.
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Unit: AT Mine Layer Cost: 800 |
Range: N/A Armor: Medium |
Prerequisites: War Factory & Service Depot Weapon: AT Mines |
These things lay mines and can be refilled at service depots. They are useful at putting mines on bridges so the enemy has no choice but to run over them if it needs to cross the bridge.
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Unit: Ranger Cost: 600 |
Range: Short Armor: Light |
Prerequisites: War Factory Weapon: M-60 Machine Gun |
These are exactly like Hum-Vees. They are useful in taking out enemy infantry. They are fast so, they are useful for scouting.
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Unit: Light Tank Cost: 700 |
Range: Medium Armor: Medium |
Prerequisites: War Factory Weapon: 75mm Cannon |
These are fast tanks with average armor. They shoot faster than medium tanks. They are great for mugging harvesters. You should send a group of them over and attack the enemies harvesters if they wander out too far. When the enemy sends troops out after the tanks, just run.
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Unit: APC Cost: 800 |
Range: Short Armor: Heavy |
Prerequisites: War Factory & Tech Center Weapon: M-60 Machine Gun |
These transport up to five infantry units quickly. You should sneak one of these in while you are distracting your enemy with a few tanks. They work best full of Tanyas and Engineers. CAUTION:Do not try to use the chronosphere on an APC full of infantry. All infantry will be lost.
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Unit: Artillery Cost: 600 |
Range: Long Armor: Light |
Prerequisites: War Factory Weapon: 155mm Gun |
These are similar to the artilleries in C&C. They are great for taking out large groups of infantry but, they are weak against everything else.
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Unit: Medium Tank Cost: 800 |
Range: Medium Armor: Heavy |
Prerequisites: War Factory Weapon: 90mm Cannon |
These are just like light tanks only stronger and slower.
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Unit: Mobile Gap Generator Cost: 600 |
Range: Medium Armor: Light |
Prerequisites: War Factory & Tech Center Weapon: Shroud Generator |
These are used to black out the enemies view of a small area surrounding it. They are very useful when sending in an attack.
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Unit: Gunboat Cost: 500 |
Range: Short Armor: Light |
Prerequisites: Naval Yard Weapon: 2-inch Deck Gun |
Fast boats but, very weak. Note: They aren't the same thing as the gunboats in C&C.
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Unit: Destroyer Cost: 1000 |
Range: Medium Armor: Medium |
Prerequisites: Naval Yard Weapon: Stinger Missile Pod |
These are boats equiped with artillery like shots for attacking other boats. They use Stinger Misslies to attack things on land. These are great for backing up cruisers.
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Unit: Cruiser Cost: 2000 |
Range: Extreme Armor: Heavy |
Prerequisites: Naval Yard & Tech Center Weapon: 8-inch Artillery Cannons |
This is by far the strongest unit of the game. It has lots of armor and can shoot over a whole screen length. They can take out any building with four direct hits. Their lack of weapons for attacking air units makes them need destroyers to back them up. They aren't fast or accurate but, they can sure pack a punch.
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Unit: Apache Longbow Cost: 1200 |
Range: Short Armor: Heavy |
Prerequisites: Helicopter Pad Weapon: Hellfire Missisles |
These are just like the Orcas in C&C. They are useful in attacking things like cruisers.
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Unit: GPS Satellite Cost: N/A |
Range: N/A Armor: N/A |
Prerequisites: Tech Center Weapon: Removes All Shroud (except for gap generators) |
These are very useful. Once one of these is launched, the whole map is instantly revealed. You need to have a tech center and a radar dome to get your hands on one of these.
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Unit: Sonar Pulse Cost: N/A |
Range: N/A Armor: N/A |
Prerequisites: Spy In Enemy Subpen Weapon: Reveals Submarines |
The sonar pulse is what you acquire after a spy gets into the enemies sub pen. It will reveal all enemy submarines.
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Unit: Attack Dog Cost: 200 |
Range: N/A Armor: None |
Prerequisites: Kennels Weapon: Sharp Teeth |
These are pretty cheap in price and can take out infantry well. The only problem with them is that they can't attack enemy vehicles. They work great for preventing spies from coming into your base.
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Unit: Grenadier Cost: 160 |
Range: Short Armor: None |
Prerequisites: Barracks Weapon: Grenades |
Grenadiers are stronger than rifle infantry and can take out infantry better as well as enemy vehicles.
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Unit: Flamethrower Infantry Cost: 300 |
Range: Medium Armor: None |
Prerequisites: Barracks & Tech Center Weapon: Flame Thrower |
These guys are loaded with flamethrowers. This is good for taking out troops but, is bad when you are being shot at. They are more susceptible to damage since they are carrying a flamethrower.
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Unit: AP Mine Layer Cost: 800 |
Range: N/A Armor: Medium |
Prerequisites: War Factory & Service Depot Weapon: AP Mines |
These are just like AT Mine layers only, they are for taking out infantry.
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Unit: Heavy Tank Cost: 950 |
Range: Medium Armor: Heavy |
Prerequisites: War Factory Weapon: Twin 105mm Cannons |
The heavy tanks are lots like medium tanks. The differences are that they have two cannons and are slower. They also take a bit longer between shots than the medium tank.
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Unit: V2 Rocket Launcher Cost: 700 |
Range: Long Armor: Light |
Prerequisites: War Factory & Radar Dome Weapon: V2 Rockets |
These have decent range and a strong rocket. The drawback is that they take FOREVER to reload, they have light armor, and they can't hit fast moving targets. It is good to hide one of these in a group of heavy and mammoth tanks when you make an attack on a base because, they can dish out some damage on buildings.
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Unit: Mammoth Tank Cost: 1700 |
Range: Medium Armor: Heavy |
Prerequisites: War Factory & Tech Center Weapon: Twin 120mm Cannon & Missiles |
The mammoth tank is the strongest tank in the game. It is armed with two cannons like a heavy tanks along with missles to use against planes and infantry. They can heal themselves back to 50% health. These suckers are really slow and quite expensive so, don't build just these.
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Unit: Submarine Cost: 950 |
Range: Long Armor: Medium |
Prerequisites: Sub Pen Weapon: Torpedo |
These are stealth when they aren't attacking. They have really good range with their torpedoes but, they can only attack things that are in the water. These are useful for stopping a navy ambush of crusiers and destroyers if your opponent is on the allied side.
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Unit: Yak Cost: 800 |
Range: Short Armor: Light |
Prerequisites: Air Field Weapon: Twin Machine Guns |
This is similar to the hind in firepower. The advantage is that it can fly over something and shoot, instead of hovering over it and being more vunerable to hits. These are great for taking out troops.
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Unit: Paratroopers Cost: N/A |
Range: N/A Armor: None |
< td> Prerequisites: Air Field
The soviets get this option when an airstrip is built. You get to deploy five infantry troops anywhere on the map. (Even if you haven't explored there.) This is something that you get every five to ten minutes for free.
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Unit: Para Bombs Cost: N/A |
Range: N/A Armor: N/A |
Prerequisites: Air Field Weapon: High-explosive Bombs |
These are alot like airstrikes in C&C. They are small explosives that fall from the sky. These don't do much damage but are free. You get these from a crate.
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Unit: Spy Plane Cost: N/A |
Range: N/A Armor: Light |
Prerequisites: Airfield Weapon: Camera |
This is another option you get every five minutes or so with the airstrip. They just fly where you tell them to and, reveal terrain.
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Unit: MIG's Cost: 1200 |
Range: Medium Armor: Light |
Prerequisites: Airfield Weapon: Heatseaker Missiles |
Migs drop missiles on their targets. They fly over things just like the yaks. Six or seven of these can take out any building. One airstrip is required per mig.
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Unit: Hind Cost: 1200 |
Range: Short Armor: Heavy |
Prerequisites: Helicopter Pad Weapon: Vulcan Chain-gun |
The hinds are alot like the yaks. The only difference is that they are helicopters and don't have the luxury of flying over their target. They attack hovering over their target which, makes them easier to kill. These are best used to take out infantry.
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Unit: Chinook Cost: 1200 |
Range: N/A Armor: Medium |
Prerequisites: Helicopter Pad Weapon: None |
The chinook transports troops by flying them to anywhere on the map. These are best used for transporting Tanyas or Engineers right into the enemy base.
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Unit: Rifle Infantry Cost: 100 |
Range: Short Armor: None |
Prerequisites: Barracks Weapon: AK-47 Rifle |
These are the exact equivalent to the minigunners of Command and Conquer. They come at a cheap price but, they are useful in taking out infantry opposition.
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Unit: Engineer Cost: 500 |
Range: N/A Armor: None |
Prerequisites: Barracks Weapon: None |
Westwood must not have liked how one engineer could take over a building at full strength. So, they changed it so that they can only take over buildings in the read area for health. An engineer will damage a building if it is not in red. They can repair buildings instantly. (A great thing to have if your C-Yard has low health and is being attacked.
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Unit: Tanya Cost: 1200 |
Range: Medium Armor: None |
Prerequisites: Barracks & Tech Center Weapon: Dual Colt .45s |
Tanya is like the commando in C&C. She is equiped with two long range guns so infantry isn't much trouble for her. She also has C-4 explosives which can destroy any building in one hit.
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Unit: Ore Trucks Cost: 1400 |
Range: N/A Armor: Heavy |
Prerequisites: War Factory & Refinery Weapon: None |
These are your source of income. They harvest ore. (money) They are the dark side of RA's AI. They are the stupidest drivers in the game. You need to keep an eye on them because they make bad decisions and sometimes drive into enemy bases. Remember: No ore trucks; No money.
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Unit: Mobile Construction Vehicle Cost: 2500 |
Range: N/A Armor: Heavy |
Prerequisites: War Factory & Service Depot Weapon: None |
MCV's come at a more reasonable price in RA. (2500) They were 5000 in C&C. You can start another base wherever you want to deploy them. Things will build how ever many times faster with extra C-Yards. (ex. 3 C-Yards = 3 times faster construction)
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Unit: Transport Cost: 700 |
Range: N/A Armor: Medium |
Prerequisites: Sub Pen (Soviets) Naval Yard (Allies) Weapon: None |
These can transport up to five of any vehicle or soldier over water.
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Structure: Barracks Cost: 300 |
Power Consumed: 20 Armor: Light |
Prerequisites: Power Plant Purpose: Trains Infantry |
Tent Barracks train infantry for the Allied side.
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Structure: Naval Yard Cost: 650 |
Power Consumed: 30 Armor: Light |
Prerequisites: Power Plant Purpose: Builds Naval Vessels |
The Naval Yard builds and repairs all Allied naval units.
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Structure: Pillbox Cost: 400 |
Power Consumed: 15 Armor: Medium |
Prerequisites: Barracks Purpose: Defends Base From Infantry |
The pillbox shoots machine guns out at enemy units.
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Structure: Camouflaged Pillbox Cost: 600 |
Power Consumed: 15 Armor: Heavy |
Prerequisites: Barracks Purpose: Defends Base From Infantry |
The camoflaged pillbox is harder for the enemy to see than the regular. It also has stronger armor.
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Structure: Turret Cost: 600 |
Power Consumed: 40 Armor: Heavy |
Prerequisites: Barracks Purpose: Defends Base From Vehicles |
The turret fires cannons at enemy vehicles.
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Structure: Anti-Air Gun Cost: 600 |
Power Consumed: 50 Armor: Heavy |
Prerequisites: Radar Dome Purpose: Defends Base From Planes |
The AA Gun is used to protect your base from airsrikes. It is wise to build a number of these if your opponent is on the soviet side.
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Structure: Allied Tech Center Cost: 1500 |
Power Consumed: 200 Armor: Light |
Prerequisites: War Factory & Radar Dome Purpose: Gives You Advanced Items |
The tech center gives you the GPS satellite and options to build advanced buildings and structures.
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Structure: Gap Generator Cost: 500 |
Power Consumed: 60 Armor: Light |
Prerequisites: Tech Center Purpose: Shrouds Area Around It |
Your base should have plenty of these since they black out your base from the enemy. They are extremely useful in keeping air force attacks out too, since they can't see the buildings to click on them.
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Structure: Chronosphere Cost: 2800 |
Power Consumed: 200 Armor: Light |
Prerequisites: Tech Center Purpose: Costs You Lots Of Money |
This gives you the option of teleporting units across the map. It has weak armor that can be destroyed in one nuke and is extremely expensive. Hovever, they can be useful when using them on MCV's or crusiers.
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Structure: Fake Structures Cost: 50 |
Power Consumed: 2 Armor: None |
Prerequisites: Original Structure Purpose: Tricks Enemy |
You should have plenty of these in your base. They don't cost much and take little power. Fake structures could trick your enemy into nuking them or attacking them. This way, you would only lose some fake structures instead of real ones. These are also a great way to bluff your enemy.
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