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red alert 2 tactics

Posted: 2003-09-02 10:52pm
by Shrykull
First of all, how do you
properly
use the chronosphere? I tried using it several times to send a single engineer to take over a nuclear plant, every time it killed him for some reason. I Wish there was something to tell you what the teleport radius was, a circle would be good and something in which the units to be teleported are red when it is over them, so you know which ones are going for the trip, can never really be sure what units you are going to teleport.
What's a good unit pairing to use when going on an assault against a base? I notice GI's are really good against pretty much anything when they bunkered in behind thier sandbags. It took me a while to beat the last mission on the allied campaign. Some problems I'd have were prism tanks with repair ICV's, the ICV's would rush up to a tesla coil I targeted, getting fried by it and the nearby defenses, though prism tanks have a long range and rock against buildings, about 5 or 6 I think could level almost any building in one collective shot.
I was thinking maybe regular tanks with prism tanks, because the prisms have low armor.
I found out also with the allies don't be afraid to make more than one airfield, it's worth losing a few harriers to destroy that nuke silo or iron curtain, you might lose a few but they are easily replacable and since are the only air units besides helicopters don't occupy a space in the waiting line with vehicles or soldiers.
And another thing I discovered was make more than one spy, so you can rob that ore refinery over and over again :twisted: Too bad if you take it over the trucks don't keep hauling in the ore and give it to you.

Re: red alert 2 tactics

Posted: 2003-09-02 11:49pm
by Darth Garden Gnome
Shrykull wrote:First of all, how do you use the chronosphere? I tried using it several times to send a single engineer to take over a nuclear plant, every time it killed him for some reason.<snip>
Infantry are instantly killed if you transport them with the Chronosphere. You have to put him in an IFV or a helicopter to transport them.
What's a good unit pairing to use when going on an assault against a base?
Mirage Tanks: the all powerful king tank of tanks. One hit kills infantry, two or three take to even the most heavily armored tank. Seriously, the cannon for that thing is obsenely powerful, and if you play online with other people you have the added advantage of making them have to use force-fire to hit you. So if you make multiple strikes across the map so he can only manage one at a time, the spots where he isn't commanding his units'll be sitting there with their thumbs up their asses cause they can't see the Mirage. Unfortunately, Mirage's have no anti-building capability, so it would be wise to bring along some Prisms for that important job.
I was thinking maybe regular tanks with prism tanks, because the prisms have low armor.
Regular tanks are no match for Mirages in firepower and utility, and no match for Prisms in firepower or range. I just stick with these two.
I found out also with the allies don't be afraid to make more than one airfield, it's worth losing a few harriers to destroy that nuke silo or iron curtain, you might lose a few but they are easily replacable and since are the only air units besides helicopters don't occupy a space in the waiting line with vehicles or soldiers.
Harriers aren't really useful against hight-level comps or humans; anti-air defences are too tight for you to hit anything but what's at the front of the base, and even then you lose all your planes, and the enemey'll repair the damage for cheap, meaning you're losing the most money in the end. Harriers are more useful for harrasing Ore trucks.

Posted: 2003-09-03 12:27pm
by phongn
Prism Tanks are wonderous things, especially when combined with the Mirage Tank for antitank support. You might want to have some missile IFVs with them in case someone tries an airstrike.

Posted: 2003-09-03 03:13pm
by 2000AD
One thing i found is that quite a lot of people forget that, unlike in RA1, Tanya's can now swim, so you can surprise some people.
Another favourite tactic of mine is to chronoshift a group of prism tanks. This works wonders against people who clump their buildings together, especially power plants, as the split fire of the prism tanks is very effective.

Posted: 2003-09-03 06:36pm
by Shrykull
2000AD wrote:One thing i found is that quite a lot of people forget that, unlike in RA1, Tanya's can now swim, so you can surprise some people.
Another favourite tactic of mine is to chronoshift a group of prism tanks. This works wonders against people who clump their buildings together, especially power plants, as the split fire of the prism tanks is very effective.
What's better, Tanya's or navy seals, navy seals are almost the same except they suck against vehicles, but Tanya's cost a lot more. And how much money can you steal from your opponent with spies, does it matter which ore refinery you send him into? I was doing it over and over in the last mission of the allied campaign.

Posted: 2003-09-03 06:45pm
by 2000AD
I didn't think you could build Navy Seals in multi-player, and vice-versa for Tania in single player.
Anyway i would reccomend Seals as you get more of them and anyone sending a Tanya against vehicles needs their head checked! (unless their desperate)

Another tactic to use against Newbies is to get a Yuri to control a civilian vehicle like a bus and load it up with engineers. Allied units wont target it unless force fired, therefor you can just waltz in.

Posted: 2003-09-03 06:55pm
by DocHorror
I found that a vetern british sniper hidden in the bushes around the entrance to your base can quickly and effectivley halt any infantry assualt.

If your feeling more daring put him on a hill over looking the routes the computer uses to reach your base.

Posted: 2003-09-03 07:24pm
by Howedar
Apocs are dangerous. Do not underestimate them.

Posted: 2003-09-03 07:56pm
by Shrykull
DocHorror wrote:I found that a vetern british sniper hidden in the bushes around the entrance to your base can quickly and effectivley halt any infantry assualt.

If your feeling more daring put him on a hill over looking the routes the computer uses to reach your base.
Is he better than a Tanya for killing infantry, can't get better than a one shot kill, unless he fires faster.

Posted: 2003-09-03 08:27pm
by 2000AD
I don't think he fires faster but he has got a hell of a long range!

Posted: 2003-09-03 08:30pm
by Alyeska
Shrykull wrote:
DocHorror wrote:I found that a vetern british sniper hidden in the bushes around the entrance to your base can quickly and effectivley halt any infantry assualt.

If your feeling more daring put him on a hill over looking the routes the computer uses to reach your base.
Is he better than a Tanya for killing infantry, can't get better than a one shot kill, unless he fires faster.
The advantage of snipers is the range at which they can kill enemies. You can have two snipers for the price of one Tanya and they can stop anything short of a total infantry rush from hitting your base. They are especialy good when it comes to killing enemy Desolators, Virus's, and Yuri's. Hiding them behind a bush or trees makes them almost impossible to spot and they will happily weed out the enemies.

Personaly my favorite combination is a sniper and a navy SEAL. The sniper takes out anything at range while the SEAL can handle the close range.

Posted: 2003-09-03 08:31pm
by phongn
Tanya is better up close. Snipers are still good, though.

Posted: 2003-09-04 02:06am
by Typhonis 1
pack a few hovercraft with mirage tanks ,prism tanks and engineers in apcs then chronoshift thios mess into the enemy base and unload for fun :twisted:

Posted: 2003-09-04 10:07am
by Alyeska
FYI on the Chronosphere. It will move nine units at a time. The game is set up in a grid pattern turned 45 degrees to the side. If clump a group of tanks together in a perfect square (they will look like a diamond) and target the middle tank, the chronosphere will move all of them. Furthermore any unit in the game can be put together in such a small group. That means you can move 9 aircraft carriers, 9 apoc tanks, or 9 Grizzly's. If you want to move even more, load troops or tanks into transport craft and then make the jump. This way you can at least double the number of attacking units. Also the chronosphere will not move any infantry alone, they must be in a vehicle.

Now here is an interesting tactic.

Build a couple Prisim tanks and Mirage tanks and one IFV. Load a Tanya or SEAL into the IFV. Chronosphere into enemies base. Use Prisims to take down defenses while Tanya and the Mirage tanks remove infantry. Then take Tanya and start having fun blowing up buildings.

RA1 had a slightly different tactic. That Chronosphere was almost but not completely useless. In the game you built an MCV, then you built a barraks but didn't deploy it. You also nearly finished a Tanya. From here you make a diversionary attack on your enemy with around 20 tanks (enough to get his attention but probably not enough to outright kill). Chrono the MCV into or near an undefended section of his base. Deploy a construction center, deploy the barracks, make it primary, finish the Tanya. Take Tanya and blow up the base. Sell MCV to prevent capture. This is even better then a hello drop and usualy it was enough to waste your enemy. The only defense against this is well placed defensive buildings which most people didn't bother with. Only good players built concrete around their construction yards.

Posted: 2003-09-04 11:15am
by phongn
I often did the "chronosphere cruiser" thing on an unsuspecting enemy, sometimes after prepositioning destroyers and gunboats to wipe out his submarine force.

There's also the transport/cruiser trick :twisted:

Posted: 2003-09-04 11:38am
by Mr Bean
R2, Snipers are you friend, Escilly aginst Yuri lovers, they outrange Yuri's and he's not unit you can build thirty of, Three snipers spread across your base will stop any and all Yuri rushs unless its an IC transport rush, and he will be bithly shot up the instant he steps out of his transport then

Posted: 2003-09-04 01:57pm
by 2000AD
DOn't forget that the chropnosphere can be used offensive to move sea units onto land (and vice versa) to destroy them.

Posted: 2003-09-04 04:48pm
by Shrykull
2000AD wrote:DOn't forget that the chropnosphere can be used offensive to move sea units onto land (and vice versa) to destroy them.

That's also the only way to defend against units under an iron curtain's protection.

Posted: 2003-09-04 04:52pm
by Shrykull
Alyeska wrote:FYI on the Chronosphere. It will move nine units at a time. The game is set up in a grid pattern turned 45 degrees to the side. If clump a group of tanks together in a perfect square (they will look like a diamond) and target the middle tank, the chronosphere will move all of them. Furthermore any unit in the game can be put together in such a small group.
In Yuri's revenge it has a a series of concentric circles which you first put on the units and click them, then put it on thier destination, it's pretty huge though, and I still think the 9 unit thing would apply.

Posted: 2003-09-04 05:02pm
by Alyeska
Shrykull wrote:
Alyeska wrote:FYI on the Chronosphere. It will move nine units at a time. The game is set up in a grid pattern turned 45 degrees to the side. If clump a group of tanks together in a perfect square (they will look like a diamond) and target the middle tank, the chronosphere will move all of them. Furthermore any unit in the game can be put together in such a small group.
In Yuri's revenge it has a a series of concentric circles which you first put on the units and click them, then put it on thier destination, it's pretty huge though, and I still think the 9 unit thing would apply.
They did that merely to help show how many units it picks up. The actual number doesn't change. Still, nine units moved anywhere can be a bloody good thing to have. Thats enough to shred even defended bases.

using the Chronosphere

Posted: 2003-09-04 05:49pm
by Isolder74
The Cronosphere costs enough to buy that every chance to use it you should. I use it to attack behind the enemy's lines and to kill enemy units since it kills infantry in ts area it can act nicely as a infatry killer and will also kill any vehicle in the area if you teleport them right. There is one mission where I teleport some aircraft carriers into a little lake behind the enemy base and watch the fur fly!. Using the Chronosphere and the weather controller togather it usually quite devestating!

To use the thing to attack has already been well covered.

Re: using the Chronosphere

Posted: 2003-09-04 05:57pm
by Darth Garden Gnome
Nine units are nothing to scoff at once you put them behind enemey defenses. You'll find all defenses--your towers and units set up to prevent enemies from coming in--suddenly evaporate when 9 SEALs pop inside your base and go on a killing spree. Then, when eveything's destroyed and their base is permantley crippled, you'll have a nice litte tank force to roll into their devastated fortress.
Isolder74 wrote:Using the Chronosphere and the weather controller togather it usually quite devestating!
Spending $10k on superweapons is an enormous waste of money. You can by a lot more effective stuff for $10k. Unless you play on those maps that have thirty oil derricks at the foot of your starting position...

Re: using the Chronosphere

Posted: 2003-09-04 10:31pm
by Shrykull
Darth Garden Gnome wrote:Nine units are nothing to scoff at once you put them behind enemey defenses. You'll find all defenses--your towers and units set up to prevent enemies from coming in--suddenly evaporate when 9 SEALs pop inside your base and go on a killing spree. Then, when eveything's destroyed and their base is permantley crippled, you'll have a nice litte tank force to roll into their devastated fortress.
Isolder74 wrote:Using the Chronosphere and the weather controller togather it usually quite devestating!
Spending $10k on superweapons is an enormous waste of money. You can by a lot more effective stuff for $10k. Unless you play on those maps that have thirty oil derricks at the foot of your starting position...
In the last one of the allied campaign (not yuri's revenge) I kept sending spy after spy into an ore refinery, that's a cool unit to, he can: steal money if put into a ore refinery, sabotage power if sent into a power plant, what else?

Re: using the Chronosphere

Posted: 2003-09-04 10:37pm
by Darth Garden Gnome
Shrykull wrote:In the last one of the allied campaign (not yuri's revenge) I kept sending spy after spy into an ore refinery, that's a cool unit to, he can: steal money if put into a ore refinery, sabotage power if sent into a power plant, what else?
If a spy goes into a:
  • Barracks, all of your infantry that come from your barracks from that point onward are veterans.
  • War Factory, same as above, except with vehicles.
  • Power plant, power is shut down for 30 seconds.
  • Ore Refinery, steals their money.
  • Radar facility, the shroud is reset.
  • Super weapon, the timer is reset.
  • Tech lab, your civ gets a special unit.
    If an Allied spy goes into an allied Tech lab you get a Chrono SEAL
    Soviet lab--I forget...actually.

    If a Soviet spy gets into an Allied lab you get Chrono Ivans
    Soviet lab, Yuri Commandos--regular Yuri's, 'cept they have C4.

Re: using the Chronosphere

Posted: 2003-09-04 10:39pm
by Alyeska
Darth Garden Gnome wrote:You'll find all defenses--your towers and units set up to prevent enemies from coming in--suddenly evaporate when 9 SEALs pop inside your base and go on a killing spree.
Unless you are talking about SEALs in IVFs, you can not send infantry with a chronosphere. You might as well chopper in the SEALs or send a bunch at a time with a transpot.