Red Alert Strategy Section

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.

ALLIED UNITS:

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

SOVIET UNITS:

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.

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.

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.

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.

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.

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.

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.

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.

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.

< td> Prerequisites: Air Field
Weapon: AK-47 Rifle
Unit: Paratroopers
Cost: N/A
Range: N/A
Armor: None

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.

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.

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.

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.

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.

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.

UNIVERSAL UNITS:

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.

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.

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.

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.

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)

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.

ALLIED STRUCTURES:

Structure: Barracks
Cost: 300
Power Consumed: 20
Armor: Light
Prerequisites: Power Plant
Purpose: Trains Infantry

Tent Barracks train infantry for the Allied side.

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.

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.

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.

Structure: Turret
Cost: 600
Power Consumed: 40
Armor: Heavy
Prerequisites: Barracks
Purpose: Defends Base From Vehicles

The turret fires cannons at enemy vehicles.

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.

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.

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.

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.

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.

...........................................................................................................