04-05-2012, 11:00 PM
Has any got or know where to get some walk throughts for these games.
Sorry very new to this
04-06-2012, 09:32 AM
I'm going to tell you right now, you will get the most out of the game by figguring out for yourself. I won't tell you how to beat specific missions. I can, however, give you some basic knowledge about the game. And before I start, sorry if I sound a bit cranky. It's REALLY late, and I should really be in bed.
First off: The expansion packs are HARD. Do NOT play them before you play vanilla Red Alert. Once you know the game, and preferably have beaten the campaign, move on to the extra missions.
Second: In skirmish mode, I understand that all the Allied nations except for Germany are bugged, and you will take a penalty instead of a buff. Take them if you want a challenge. Besides, the Allies just rock.
Third: This is an early C&C game. It's classic. It's fun. It has bad graphics. Most infantry are essentially useless. Use tanks for most things.
Fourth: Aircraft are a bit clumsy to use at times. That does NOT mean they aren't extremely useful.
Ants are not nice. If I recall correctly, though, it is usually more effective to use machine gun units against them than to simply spam tanks. That's not to say that you should never use tanks, though.
Never use your Iron Curtain or Chronosphere on a Demo Truck.
Crates are not always nice. Obtain them at your own risk.
In the new missions where you play as the Allies in Siberia: Never get a crate. If too many crates fill an area, sacrifice a few infantry, one at a time to clear them. Or leave them for the Soviets to run over.
Allied anti tank mines are worthwhile, though labor intensive. Soviet anti personell mines are essentially useless.
Low power effects the Allies and Soviets differently. Soviet Telsa coils will go offline, thereby leaving their base open to a tank blitz, while Allied bases will lose their anti air guns, which won't matter if they have a decent number of rocket soldiers in their base.
Six Apaches will kill a Construction Yard.
The Spy is nearly useless.
V2s are great for hit and run Arty attacks. Well...okay. They're good for hitting the enemy really hard, but not so much at running.
Any three Allied tanks can apparently kill a Mammoth.
A single Light tank, if handled properly, can kill a Mammoth by itself.
MAD Tanks are seriously OP. Enjoy.
Never Chronoshift an APC or Transport with units inside.
Overuse of the Chronosphere can create a chrono vortex. Very lethal. Impossible to control. Pray it attacks your enemy instead of you.
I hear that overuse of the Atomic Bomb can create an earthquake, but I have never observed this, and half believe it is a myth.
Gap Generators are fun, but apparently useless against the computer, and you will probably never play an actual human at Red Alert.
Allied tanks, especially Light tanks, should never simply sit in front of the enemy and shoot at them. Keep them moving in between shots.
Sometimes, marching your tanks through the front door is the only way to win. Other times, you can flank an enemy base and blow your way through their walls. If that is possible, it is preferable. You will take a LOT fewer casualties.
Two Apaches can kill a Tesla Coil.
Properly positioned, a Destroyer can kill a Tesla Coil from just outside the Coil's range.
Cruisers are inaccurate, but you can force fire to try and get your ship to hit the target. Get creative.
Anyway, that's it for now. I'm tired, and that's a fairly long list of things to remember. If there's anything else you want to know, ask, but don't ask for step by step directions to win. You will have more fun doing it for yourself.
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