Red Alert 2 Hints
Secret infantry units:
If you send spies into your enemy's Barracks, Battle Lab and War Factory you can unlock secret infantry units and will be able to build tanks and other units already promoted with one stripe. For example, in battle with the Soviets the Yuri Prime, Chrono Ivan, Chrono Commando, Psi Commando can be unlocked.
Free soldiers:
Build a Cloning Vat, then capture a Hospital. Shoot your own soldier, but do not kill him. Send him into the Hospital. When he comes out, you will receive an extra soldier of the same type sent in, without having to pay for one. You can use this with any unit.
Unit rush:
Tank rush: At least 10 armored tanks (Apocalypse and Prism Tanks are good choices).
Airship rush: 3 Kirov Airships, 8 Flak Troopers or 4 Flak Tracks, 3 to 5 Rhino Heavy Tanks.
Rocketeer rush: 20 to 30 Rocketeers, 5 Grizzly Battle Tanks.
Air Force rush: At least 6 Harriers or 5 Black Eagles.
Infantry rush: 40 Conscripts or 30 GIs.
Engineer rush: 30 to 50 Engineers, 10 to 15 GIs.
Naval rush: 3 Typoon Subs or 3 Destroyers, 2 Squids or 2 Dolphins, 2 Dreadnoughts or 2 Aircraft Carriers, 4 Sea Scorpions or 2 AEGIS Cruisers.
Demo Truck rush: 3 to 6 Demolition Trucks (try to Iron Curtain them).
Terrorist rush: 15 to 30 Terrorists.
Crazy Ivan rush: 10 to 15 Crazy Ivans.
Tanya rush: 5 Tanya, 2 or 4 IFV or Grizzly Battle Tanks. Hint: Spy units:
When you send a spy into an enemy Battle Lab, you will get one brand-new infantry unit to produce. The units are:
Chrono Commando: If you have an Allied Barracks, send a spy into an Allied Battle Lab.
Psi Commando: If you have an Allied Barracks, send a spy into a Soviet Battle Lab.
Chrono Ivan: If you have a Soviet Barracks, send a spy into an Allied Battle Lab.
Yuri Prime: If you have a Soviet Barracks, send a spy into a Soviet Battle Lab.
Also, infiltrating a War Factory/Barracks gives you the ability to build Veteran units/infantry; infiltrating a Power Plant/Tesla or Nuclear Reactor shuts off that person's power for about a minute; infiltrating a Refinery lets you steal money; and infiltrating a Chronosphere/Iron Curtain/Nuke Silo/Weather Control resets that Superweapon's timer.
The best way to defend against spies is Yuri. Just place him by your crucial buildings. When the spy is close, he will switch sides. Use this to infiltrate the battle lab of your enemy. Note: Psi-Commandos can also do this.
Hint: CPU always targets War Factory:
The computer always targets your War Factory with superweapons -- build your War Factory away from your base. If necessary, you can even build it off the screen. This is especially useful in the last Allied mission.
Hint: Invincible Demolition Trucks:
Build five or six Demolition Trucks and have a fully charged Iron Curtain ready. Drive the Demolition Trucks into an enemy base and engage the Iron Curtain on them before enemy weapons can hit them. The Demolition Trucks will not explode until they reach the target.
Hint: Demolition Trucks, when not as Libyans:
Get an Allied IFV and put either an Ivan or a Chrono Ivan in it. Have the Ivan IFV attack something. Not only will he create a small nuclear explosion like that of the Demolition Truck, but he also executes Yuri's secondary attack. The only problem is that, unlike the Demo Truck, if the IFV is destroyed the attack does NOT occur.
Hint: Semi-Demolition Truck:
If you can build Crazy Ivans or Terrorists, and then an IFV (build or mind control), then you can make a "Semi-Demo Truck". Load either a Crazy Ivan or Terrorist into an IFV. Drive it into an enemy base and you can use it as a Demo Truck. It is powerful enough to kill nearby units and then severely damage buildings.
Hint: MCV:
Always keep an MCV (Mobile Construction Vehicle) and some extra money in case the enemy destroys your base. But try to keep it hidden far away, secluded on an island, etc., to prevent the enemy from finding it.
Hint: Trojan bus:
When playing as the Soviets, use a Yuri to mind control a school bus. Load five infantry units into the bus and drive it inside an enemy base, The Allies will not fire on the bus.
Hint: Car bomb:
Have a Yuri mind control a car or other civilian vehicle. Then, have an Ivan put a bomb on it and drive it into the enemy base. Park it next to something with relatively little armor. The AI will not attack the vehicle but wary human players might have their men force fire on it.
Hint: Tesla troopers:
Elite Tesla troopers have the same effect that Prism Towers/Tanks have on attackers. Their electricity will bounce all over. Combined with the self heal, and long range of an elite, you can use one or two of these units to shut down bases, or obliterate attackers.
Hint: Defend against Tanya:
The best way to fend off Tanya rushes (if you are England) is to put a sniper in an IFV and sit it at your gate. Even if five Tanyas are sent, you will have killed each one of them before they are even within Tanya's long range.
Hint: Finding spies:
Spies can be exceedingly annoying, yet are easily discovered. Dogs help, but in the event they are killed or you do not want to use them, try the following strategy. The AI is not too smart with its spies. Look for units that are not behaving the way they should, like Chrono Legionnaires which are walking instead of teleporting, Tanyas which go around water rather than through it, or Rocketeers which are earthbound. Also, look for units which you know you only have one of, or that you know are doing something else that are going toward your base. For example, if you see what looks like one of your Tesla Troopers coming toward your base when all your Tesla Troopers are charging T-Coils. If you see any of the above, select a unit with attack capability (or defensive structure) and hold the pointer over the odd unit. If it becomes a targeting cursor instead of a select cursor, then kill the unit immediately (unless you either have other things to worry about or want a spy in your base for some odd reason. If playing against a human opponent, look for units entering your base when you did not order them to. Humans are (usually) too smart to do things like turning spies into Rocketeers (except against the AI ).
Hint: Resetting Superweapons:
One of the Spy's abilities which is often overlooked is his ability to reset Superweapons by infiltrating them. This is especially useful when your enemy has a Superweapon very close to being ready and you have no defense against it and no second base.
Hint: Build no defenses:
If you are Great Britain have locked yourself on an island (destroyed all bridges going to it) do the following. Build an IFV. Train a sniper. Put the sniper into the IFV. Roll the "Snipe IFV" to the center of the bridge. Repeat this as many times as needed. Note: You cannot move tanks and troops to other islands.
Hint: Rambo Attack:
Send a spy into an allied Control center when playing as the Allies. Then build one or two Chrono Commandos. Find an enemy whose base is not well defended and send you Chrono Commandos behind it, but not too far. Once they fully reappear, order them to destroy anything and everything that is not too close to a Sentry Gun, Pillbox, Tesla Coil, Prism Tower, or unit that endangers them. If you want to destroy something that is too close to a defensive structure or a vehicle, order some Harriers to destroy the defenders.
Hint: Extended Desolator time:
Order an Iraqi Desolator to use his second attack. When he is doing that, have him to force fire on something that cannot be killed by the radiation. You can do this with some land forms such as cliff faces and sometimes even open ground. This makes the Desolator do the attack more often and the ground will glow brighter. If the attack goes on long enough, then the radiation will linger in the area for minutes or even hours, after the Desolator dies or you order him to move.
Hint: Destroyer defense:
Play as the Allies, build a Destroyer, then use it to destroy a bridge. Then, place the Destroyer in the middle of the gap in the bridge and get an engineer and repair the bridge. Then the Destroyer will be stuck and act as a defense.
Hint: Wasteland:
The more Desolators that are deployed, the brighter green the ground glows. If you place five Desolators next to each other, then deploy, nothing can survive.
Hint: Extended wasteland time:
Get several Desolators in the area you want to be a barren, dead wasteland and deploy them. Once deployed, tell them to force fire on something. Anything will do, but not a unit which can be killed by radiation -- try the side of a cliff or a tree. They will shoot radiation into the ground more often when told to attack. Before long the ground will be glowing very brightly. If they die or you tell them to go somewhere else, the spot will still be effected. The longer you do this, the longer it takes to wear off. If you do this long enough to actually make some parts of the ground look white, then it can last for minutes after they are gone.
Hint: Units immune to radiation:
Certain ground units are immune to radiation. They are the Terror Drone, Desolater, War Miner and Chrono Miner.
Hint: Paratroopers:
When playing as the Allies, you get paratroopers. However, you can also get a second group of paratroopers when you take over an airport.
Hint: Save your buildings from the nuke:
When the Soviets send the nukes at you in multi-player or in the Chrono-Storm mission, send a Chrono Legionnaire and have him force fire on your important buildings (Construction Yard, War Factory, etc.). The nuke will hit and kill the units, but the buildings will remain in perfect health. Be careful -- if the nukes hits a different part of the base, order the legionnaire to stop before the building is removed.
Hint: Steal and build:
Use the following strategy to obliterate an enemy in multi-player or skirmish mode when you do not have many troops to take their Construction Yard. Build two to three Ore Refineries, a Barracks and a War Factory. Then, build over ten GIs (Conscripts if Soviet), five Grizzly Tanks (Rhinos if Soviets), and one Engineer, and one IFV. Place the engineer into the IFV and keep him at your base. Group the Grizzly Tanks and GIs together and send them into the enemy base early in the mission. Have the group of units take out the base's defenses and then send the "Engineer IFV" into the now unprotected enemy base. Have the GIs deployed and guarding outside the enemy's Barracks and have your tanks guarding outside the enemy's War Factory to prevent an enemy attack on the IFV. By this time you should have built good base defenses at your own base. Have the IFV deploy outside the enemy's Construction Yard and get your engineer in there. Move your new Construction Yard back to your own base. You can now build along both tech trees. Note: Send more units to help the Construction Yard get back to your base safely. This way, the new units will protect the new Construction Yard from being attacked from straggling enemy units.
Hint: Protection from Weather Storm:
To protect yourself from the Allied Weather Control Device, use the following strategy. The CPU will almost always attack your War Factory with Superweapons. If you do not have one it will go after your Construction Yard. Build your War Factory away from your main base. Then, when you are warned that a Lightning Storm has been summoned, use the Iron Curtain on your War Factory. Also, if there is a Tesla Coil nearby, make sure it is Iron Curtained as well -- they act like lightning rods and will usually attract a lot of hits from the storm, even when they are not the primary target.
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