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Red Alert

Introduction
General Tactics
Building Order
Key Controls
Taking Advantage of the AI
Advantages with the Allies
Advantages with the Soviets
Tips, Hints and Cheats
Allies Walkthrough
Soviet Walkthrough
Unit Info
Structural Info

Introduction
This essential Red Alert guide was made specifically for The Command and Conquer Index. We provide you with a simple, easy to read, step by step guide to Red Alert - courtesy of The C&C Index.

Copyright Notice
You are not permitted to copy any or all of this guide or use it as the basis for your own guide under any circumstances. If you would like to post this guide on your own website we would be glad to give it to you, so just
mail us and we will give you the legal right to post it on your site so long as you are willing to make a link to our site, The Command and Conquer Index and enclose all of this introduction in full as well as giving credits to the author. Also. If you become the greatest Red Alert player in the world purely because of this guide you must give us 20% of the profits (we accept cheques and all major credit cards :-).

General Tactics
1. Blow up enemy Harvesters and protect and mine ore fields. This is an extremely effective way of crippling your enemy.
2. Use long range units like the V2 to take out stationary structures like turrets. Place them just outside the turrets range of fire.
3. When in a big melee concentrate on one unit at a time instead of letting the computer shoot whoever is closest. Remember that a heavily damaged unit can shoot just as well as one on full health.
4. When in battle always continue to move around by pressing the scatter (X) key. This will render slow shooting units, like the V2 and artillery, almost useless.
5. The queue attack involves giving your units an attack command and then holding down the ‘Q' key and giving them some movement commands. They will go where you asked and at the same time fire on the enemy.
6. When on a map where there is no shortage of ore, never stop building units, especially in multiplay. When in battle don't forget to keep building more tanks to replace dying ones and save time until your next attack.
7. This one is considered a cheat and you will be shunned upon if you use it in multiplay. When you have a group containing an APC or a transport ship group them with slower units (by selecting them and pressing CTRL + [No.] ) Then press ‘F' for formation and they will all go at the speed of the APC (or transport ship if they are water units).

Building Order
One of the most important things to have if you want to make mighty armies is a base that can quickly construct, repair and defend your units. Therefor the order to which you build structures must be right. A steady cash flow is vital but it will have to be able to produce units as fast as possible if you want your base and military power to be the envy of your neighbours. The following is one of the best building orders. Build power plants when needed. When playing as Allies build a tech centre at eight to get GPS. Don't forget to be constantly building units while doing this, try to stick in another Ore Refinery when your base is established. Build Advanced Power Plants when the option becomes available.
1.) Ore Refinery
2.) Ore Refinery
3.) Barracks
3.) Weapons Factory
4.) Service Depot
6.) Ore Refinery
7.) Radar Dome
8.) Defences (turrets/teslas)
9.) Weapons Factory
10.) Buildings of your choice which would best suit your situation.

Here is a good one to get you well stuck into the game.
1.) Power Plant
2.) Barracks
3.) Barracks
4.) Power Plant
5.) Ore Refinery
6.) Weapons Factory
7.) Weapons Factory
8.) Power Plant
9.) Radar Dome
10.) Airfields X6

This is probably the best building order. Deploy MCV and make your first power plant first.
1.) Barracks (optional)
2.) Ore Refinery
3.) Weapons Factory
4.) Weapons Factory
5.) (Sell barracks after making men) Power Plant
6.) Ore Refinery
7.) Ore Refinery
8.) Power Plant
9.) Weapons Factory
10.) Power Plant
11.) Barracks/Refinery

Tank Build Order
1.) Ore Truck (small tank if barracks skipped)
2.) Tank (Ore truck if light tank built first)
3.) Tank X5
4.) Ore Truck X2
5.) Tank X3
6.) Whatever best suits your situation

Key Controls
One of the most important things to learn is knowing how to control your units properly. Here are some keyboard shortcuts to carry out useful little operations.

CTRL + (no.)
Selecting a bunch of units and using this command will put those units in a group. You can now select those units simply by pressing the number you assigned for them. This is especially useful to call in air units to assist your tanks when attacking an enemy base.

CTRL + Click
This will force your units to fire on something that is not usually given the ‘shoot' cursor. This can be used to blow up trees and bridges or for practical use like possible mine spots. This is a useful command with the cruiser especially. If it is a long way from its target it may over shoot considerably. Forcing it to shoot the ground in front of its target can make it hit its target more. Useful for attack the water around subs too.

ALT + Click
Sometimes your tanks will refuse to squash enemy infantry when commanded to drive past them. Pressing ‘ALT' and clicking on a man (even one of your own) will tell the tank to flatten him.

CTRL + ALT + Click
When you have a unit(s) selected you can tell them to escort other units by selecting the unit(s) and press CTRL + ALT and clicking on the unit you want escorted. Use it to protect your harvesters and hiding units under mobile gap generators (although nothing is more suspicious then a large black patch slowly moving towards your base)

CTRL + F9-F12
This will save the location of your current screen position so you can zoom back there at the press of a button. Good places for this are the enemy bases, ore patches and popular patrol patterns used by the computer.

F
When you have a group of different units of different speeds you can use the ‘Formation' command. Select the group by pressing its number and then press ‘F'. This will make all units in the group travel at the speed of the slowest unit. Useful for keeping lightly armoured, long ranging vehicles like V2s behind armoured tanks.

G
Selecting a unit and pressing ‘G' will put him in Guard Mode. He will become more aggressive and will attack any unit that comes into range.

X
Pressing this key when you have a group of units selected will make them scatter a short distance in random directions. This is especially useful for avoiding explosive damage like parabombs and dodging enemy tank fire.

S
The selected units immediately stop moving. If you ever wanted to line your tanks up in an orderly line, but they are facing in other directions, simply click in which direction you want them to face but before they move press ‘S'. They will continue to turn and face in the right direction.

E
Pressing ‘E' will automatically select all units on the screen. It is useful for concentrated fire or retreating.

H
Centres screen on construction yard.

HOME
Centres the view on selected unit(s). Handy when a group of planes go into the shroud and you want to know their location.

N
Computer moves you on to your next unit. If ever your base has been totally demolished and you cant find any of your units, then this is the key for you.

Q
Because your units are pretty dumb they will most likely saunter into an enemy base when commanded to cross the map. Holding down the ‘Q' key will give them waypoints they must pass to side foot danger. Very useful for discovering maps too.

Taking Advantage of the AI
The computer enemies in Red Alert are very predictable and generally tacticless. Your human mind will prove an invaluable asset when set against them because they usually have a superior military force and considerably more money. If you can learn the computers weaknesses you can easily take advantage of them. The largest of the computers drawbacks is its predictable performance. All ground units will follow the same routes towards your base and all transport ships (if they ever build any) will land in the same place over and over again. When you memorize the routes they take, you can mine it, which will neutralise entire tank battalions before they become a threat. If there is a bottleneck in the route the computer takes try to take advantage of it with a well placed tesla or something. If you know the landing spot of transport ships you can lay mines on the beach. It will be unable to unload its troops because of the mines blocking the way. You can do this with infantry or tanks as well. Destroy the ship before it can deploy its forces. Computer AI in Red Alert never retreats, even if it is outnumbered and outclassed in every respect. You will frequently see a machine gunner with his health in the yellow zone march up to take on 5 Mammoth Tanks. It will attempt to send in more and more units to defend the units already fighting. You can force the computer into scenarios which take advantage of this weakness. Tempt a unit or two to follow you to an ambush. They will send more units, one by one to try to kill your units. Because they usually send a long line of units instead of a group altogether it is a lot easier to kill them, one at a time.

Advantages with the Allies
The Allies may not have units as powerful as the Soviets, but they have many more and varied units. This gives them a great advantage for new tactics and solutions to Soviet strategies. Whatever the Soviets can muster up in might, a good Allied commander will usually be able to better them in diversity. Their units are cheap and fast, allowing them to make a large battalion and get it down to the Soviet base, totally outnumbering them, early in the game. With the tech level down a bit, so the game relies more on infantry, a medic (or preferably two) can make a enormous difference to an army of infantry. Tanya with a medic can mean complete disaster for your opponent. High tech units like radar jammers and gap generators can ruin Soviet radar functions, causing the enemy to lose track of his army and not fight effectively. Fake structures are handy when used correctly. A fake construction yard, with a few AA guns around will prove a worthy investment if the enemy sends in some air units to destroy it. The Soviets mainly rely on one unit - the Heavy Tank, outgunning the most powerful of Allied tanks. A few minelayers are the perfect solution as you can seriously damage of even destroy them before they attack. As for water units, Allies have the clear advantage. Any half-decently defended cruiser can win you the game as they are very vulnerable by themselves. Be sure to tag a few destroyers along with it to protect it from air planes and subs. If you control a cheap speedy gunboat right it can kill a slow shooting expensive sub. Simply dodge its torpedoes while dashing around it in circles, shooting it on your way. Chronoshifting a cruiser or MCV behind enemy lines and selling after immediately placing a turret down can be very effective, especially if they don't notice for a minute or two. Continue to put down turret after turret in a spider web pattern until you are either defeated, after inflicting major damage, or you have won and secured a cosy little nest bang up beside the enemy base.

Advantages with the Soviets
The Soviets concentrate more on absolute power then on speed and variety. In multiplayer games the Soviets are arguably better and more people play as them. This is mainly because of the Heavy Tank which is more powerful then any other Allied ground unit. Because Soviets rely more on tanks, you should quickly build at least one weapons factory and have a rich supply of ore coming in to pay for these costly units. Make three V2s as well because they can destroy any allied structure in one flurry if missiles. Once you have a decent sized army early on in the game send it to the enemy's base because at this stage he will have no comparable defences that could match a heavy tank rush. Do not be tempted to destroy his weapons factory or barracks at this stage. Instead aim for his refinery or preferably his construction yard, use your V2's to take out the buildings while the tanks destroy his defences. If either the refinery or construction yard are destroyed early on in the game it will severely cripple him for life. Soviet infantry are mainly ignored in multiplayer, except very early on in the game or when the tech level is down. In single player games they can be very effective. A small group of grenadiers can destroy an enemy group of infantry many times their size because of the splash damage caused by their grenades. When attacking a vehicle keep moving or you will be squashed and don't be afraid of bugging out if you think you wont win. Attack dogs are very useful for killing packs of infantry, particularly if they are rocket infantry. They are very vulnerable however because one round off a machine gunner will kill them. If you can distract the enemy with some riflemen the dogs should have no problem in killing everyone in the group. One of the best things the Soviets have is their air force. If you have the option to build MiGs then don't bother building any yaks unless all you want to kill is infantry. MiGs are the most effective air unit because of their surprise advantage and that six can destroy any building, you should use MiGs if a cruiser is attacking your base from long range because they are slow moving and have no air defence . If you want to exploit their advantage though, make sure you do not attack the enemy with the ones you have already made. Wait until you have six (or if you really want to fell sneaky - twelve) and then attack the construction yard (and either weapons factory or refinery, whichever they have only one of, if you have twelve). If the enemy have too many rocket infantry scattered around their base then build a few Hind. These are well armoured and their high velocity chaingun makes them perfect for picking off infantry. Once you build an airstrip, three special privileges are granted to you: spy plane, paratroopers and parabombs. The spy plane is extremely useful for revealing terrain where you suspect the enemy's base is or where you think there might be a nice ore field that they are mining. Because the spy plane is so fast, the Allies will probably not see it and therefore think that you know a lot less of the map then you actually do. Do not drop paratroopers anywhere as soon as you have the chance. Instead wait until there is a good opportunity (but don't wait so long that you could have dropped them and have another batch ready by the time you find somewhere good). Good places include: behind the enemies defences, distant ore fields where the enemy is mining or in area of the map you have not yet explored very well. Parabombs are very inaccurate but if you drop them down in a congested area like the entrance to a barracks or some tanks huddled together or some power plants placed closely together you are probably going to kill or damage something. Dropping them on the construction yard will not damage it much but will make your opponent frightened and feel insecure and then he will probably do something stupid.

Tips, Hints and Cheats
Although there are no cheat codes for Red Alert, except little patches that I think ruin the game, there are several minor bugs and flaws in it which can be used to your advantage. Many of them are based on the cursor image and can be very useful in the right situation as well as looking weird, others are a little bit pointless and time wasting.

Fast Harvesters:
Super useful trick. Get a harvester to harvest one square of ore/gems. Stop him and group him with a minelayer, press F to make a formation. Then tell the group to go back to his harvested square. The harvester should then move and harvest at a much greater speed.

Discovering Mines: If you suspect there are mines around you base you can locate them by building a structure and moving the white box around. If a square of the box turns red and you cannot see any reason why it should be there is a mine there.

Discovering Submarines:
Select a Destroyer or a Gunboat and slowly move the cursor about in the water. If the cursor turns into a red ‘shoot' symbol then it means there is a sub there. Make sure you scan all boxes for subs.

Basic Map:
To get a basic idea of what the map looks like in places you have not explored build a helicopter and move the cursor over the shroud. It will give the I can/cannot land here symbol. This can be useful for finding out large water areas so needn't send in a spy plane.

Grenadier Bug:
The grenadier bug allows grenadiers to throw grenades across the entire map. If you have a large pack it is very useful for destroying the computers construction yard from the comfort of your own base. It is very difficult to time but here's how you do it. I recommend putting it down to the slowest speed before using this. Tell the grenadier to force fire on a piece of ground within his/their range. When he is twirling his arm about just before throwing the grenade tell him to fire on whatever you want and watch those grenades fly!

Medic Bug:
This works in the same way as the grenadier bug. Tell the medic to heal a unit within its range and while he is fiddling with his bandages tell him to heal something from across the map.

Swimming Infantry:
Build a transport ship and put it up against the shore line. Tell an infantry man to get in it. When he is on the transport but has not yet disappeared into it quickly move the transport away. Repeat this several times and your man will be safely in the water.

Allies Walkthrough
Mission Guidelines
Mission 1 To start off with, you'll get a force of jeeps and rifle infantry. Use these to take out the infantry which charge your position. You're commando Tanya will be airdropped in. Use Tanya to kill as many infantry as you can, making sure to shoot the grenadiers first as they can do the most damage (if you shoot the barrels it will help clear out several of the enemy solders). Use Tanya to set a C4 charge on the nearest power plant making sure to shoot any infantry nearby. If you kill off the infantry surrounding the tech centre, Einstein will be freed. Move him up to the signal flare in the north of the map and load him into the transport helicopter when it arrives. Once this is done you've complected the mission.
Mission 2 Move groups of your infantry to the south, southwest, and northwest of your construction yard to help defend it from enemy attacks. You will receive reinforcements every time you build a major building, in order to help you defend it. (Note: The kind of base you build here is important because you will have to use it again in a later mission.) Build two pillboxes up by the ore field to the north of your base, then build two to the south and another two to the west of your base. Get all your vehicles in to a group and follow the road going south. Use concentrated fire to destroy the enemy making sure to kill the grenadiers first as these pose a substantial threat against your vehicles. The enemy ore truck can be found in the southwest corner of the map. Once it is destroyed the enemy will not have enough money to produce reinforcements.
Move your vehicles into the enemy base. Kill the grenadiers, along with the infantry and dogs, then head north along the road and kill the units guarding the pass. Once this is done, go back towards the enemy base and destroy all the enemy buildings. The convoy will automatically arrive as soon as all the enemy are dead and the enemy base destroyed.
Mission 3A To start off with send the medic being shot at to move to the north. Send Tanya to kill the enemy soldier attacking the medic. Then kill any soldiers who attempt to attack Tanya. (Note: Tanya will never fire a weapon in defence of herself automatically like other units but as long as you keep clicking she'll keep firing. If she suffers damage use the medic to heal her. Move to the west and then curve south shooting any enemy along the way. If you use the artillery to attack the transport that deploys the enemy troops, you can wipe the infantry out en masse. Keep heading south until you get to the enemy base and use Tanya to pick off the enemy soldiers one by one while your artillery pounds the flame turret. The base isn't your objective, so just kill all the enemy infantry. Head east around the base, and swing northwards. Shoot any barrels you come across but be careful not to stand too close. A V2 rocket launcher will attempt to hit you but will probably miss. Shoot the barrels next to it to destroy the V2. Blow up the bridge you come to. Be careful of the enemy soldiers hiding behind the trees, so proceed carefully. Destroy the next bridge by shooting the barrels next to it. Your artillery unit can destroy any bridges that remain if Tanya gets stuck on an island.
Mission 3B Kill the soldier to the south of your position, keep moving south until you see the truck. Start shooting at the truck and it will take off towards a group of barrels. If you shoot the barrels when the truck is nearby the truck will be destroyed in the explosion. This will leave you with a crate. A medic will emerge from a nearby building. Move eastwards and destroy the bridge. Head east until you reach a church and make sure to be careful of the enemy grenadiers hidden behind the trees along the way. Kill the enemy infantry and head north along the plateau that overlooks the soviet base.
Inside the base you will see a bunch of engineers being held captive by a group of soldiers. Kill the closest guard from your position on the plateau. The rest of the soldiers will make a run for their barracks. If you shoot the barrels at the right moment you can kill all of them. Destroy the next bridge to the north and then move east towards the damaged tanks. Demolish the next bridge in the north and head east towards the damaged tanks. The jeep you rescued will pull up in front of them. Shoot the barrels next to the tanks to take them out and the jeep will aid you by helpfully crashing into a flame turret.
There are two more of these flame turrets in your way. Tanya can take them out with C4 but she will have to move quickly and will need to be healed after each attempt. Head westwards, blasting any barrels you come across. Once the enemy tanks arrive, destroy the last bridge by shooting the nearby barrels.
Mission 4 This mission takes place on the same map as the second mission, and you'll start out with whatever units and structures you had leftover from that mission. Constructing a radar dome will give you a better picture of what's going on around you. Put up a weapons factory. You're going to churn out at least a dozen light tanks. There's a pass up north you should mine heavily. The enemy has air support. If you place rocket infantry to the north-west of the buildings they are strafing, you will be able to take them down. Send you horde of light tanks to the top of the screen where the Soviet's are harvesting ore. If you can take out the ore truck with shots fired from below the plateau, do so. If not, you'll have to swing around the corner, past their base and get right into their ore deposit to take out their ore truck. If you don't kill this ore truck, the Soviets will keep throwing their armor at you. You've got a dozen tanks in this field of ore. After the ore truck is dead, shoot at the attacking tanks using the focussed fire tactic, and squish the infantrymen. Then destroy the refinery, and the flame turrets. Send your jeeps up to the enemy base to kill the infantry. Enemy resistance from this point on is negligible, and you won't have difficulty mopping up the remaining forces.
Mission 5A To get the spy past the guard dogs, you need patience. The patrols will change position every so often, and you'll need to observe them for a minute before you make your move. Get the spy into the weapons factory, and you'll hijack a truck. The truck will drop you off by the prison compound. Get the spy into the prison to release Tanya. Tanya has to take out all the SAM sites before her rescue chopper can arrive. Take out the two S.A.M. sites located on the peninsula, then run upwards into the base compound. Kill the soldiers who are in the way. While you're in the base compound, demolish the airfields and shoot any barrels you come across. When all four S.A.M. sites are gone, the chopper will pick Tanya up. You'll receive some reinforcements at the top of the map.
You should use your engineers to capture the construction yard, weapons factory, and barracks. (Note: Remember that engineers can only capture buildings that are down to 25 percent health). Once you have a refinery going, build some tanks. Wait until you've built up enough tanks to deal effectively with the enemy's reinforcements before you attack the enemy ore truck, but don't wait too long.
Construct Yaks to take out enemy base defences from a safe distance. Allowed to pass unmolested, your tanks will wreak havoc upon the enemy. Kill everyone and everything otherwise the mission won't end.
Mission 5B The eastern entrance is the only way of getting your spy into the enemy base. You will need to wait patiently until the coast is clear before you can make your way into the enemy base by the forest and the bridge. Make your way into the weapons factory and the spy will hitch a ride in the truck. The truck will make it's way to the prison compound. Once there, get the spy into the prison and set Tanya free. If you are unable to get her out, simply demolish the prison with some C4. As soon as she's free destroy the S.A.M. sites and get into the helicopter. Reinforcements will arrive at the same place at which your spy was dropped off at. Use focussed fire tactics to kill the tanks and crush enemy infantry underfoot with your light tanks. Make sure not to shoot the barrels near the construction yard as you will need that building. Use your engineers to take over the construction yard, weapons factory, barracks, sub pen and a power plant. Build an extra power plant, a refinery and a radar dome. Once this is done set about gathering as much ore as you can because will want to build a strongly armoured base. Take out the enemy ore truck when it comes to gather ore. The computer will send out some reinforcements but concentrated tank fire should take them out. Keep your units moving in order to avoid the fire from the V2 rockets until they stop to reload. The computer will build an ore truck, but once this one is destroyed it won't be able to build any more. Without money the computer will be helpless. Build more refineries, create lots more tanks and then crush the enemy into the ground.
Mission 6 Deploy your M.C.V. where it lands. Get a power plant and barracks up straight away, followed by a refinery. The enemy will send troops and tanks from the south. Your only anti-tank weapons at this time are your rocket infantry. Build a pillbox to act as sponge for enemy fire while your rifle and rocket units work on the enemy units themselves. Your rocket units will also handle any enemy aircraft that try to strafe your base.
Crank out some medium tanks and attack the base in the south. Capture the barracks with an engineer, and infiltrate the radar dome with a spy. Now you can see what the enemy is doing. Build a naval yard by the barracks you captured. Block your coastline with tanks to prevent the enemy from landing troops on your island. Get a spy into the enemy sub-pen, and get another one into one of the tech centres. It's easiest if you land them on the craggy piece of land that juts out before their Tesla coil. The next stage of the mission is destroying all enemy units and buildings. Land 30 medium tanks in the north and slowly work your way down, destroying all the enemy units. The computer will sell all the buildings at the last moment, and a horde of tanks and V2 launchers will erupt from the south.
Mission 7 A combat situation pops up immediately. Kill those soldiers with your jeep and tanks. Deploy the MCV, and set up your base. Scout the ore fields to the east and south with the jeep. Build a pillbox to help kill enemy soldiers. Build another refinery. Build some medium tanks. Build rocket infantry to combat enemy air power. Put a permanent AA gun in the northern area of your base. Also place rocket infantry where the ore truck travels so you can shoot down marauding Migs.
Your first objective is to capture the radar dome in the south. A handful of tanks and an engineer will do it. You can sell the radar dome after it has been captured. The key to finishing the second objective is to destroy the enemy ore trucks and starve your opponent of cash. The only way to do this is to use your minelayers to lay thick fields of mines. Once the enemy ore trucks are gone, you can mass as big a force as you want to destroy the enemy sub-pens.
Mission 8 Move the two destroyers by your power stations. Train five rocket infantry. You need to get your MCV into the base where your construction yard will be better protected, and where you can put your mine layers to good use. Clear the pass of enemy tanks using focussed fire, and move all your remaining vehicles into the base. Plop the construction yard down somewhere inside. Replace the destroyed advanced power plant. Stick an AA Gun in a corner. Lay solid minefields on the road outside your northern entrance and in the pass that faces your easternmost entrance. Construct a camouflaged pillbox next to one of the northern turrets. Build several light tanks, and line the open areas of coastline with them to block the enemy from landing ground forces. Keep your minelayers busy replacing detonated mines.
Mission 9 Build the base by the ore deposit to the east. Build fifteen rocket infantry, and place them in groups of five by the north shore. Build light tanks, and block the beaches the enemy uses for its invasion attempts. Put a spy and an APC into a transport, and carry them to the top-right corner of the screen. Land the spy on the beach, and move him across the bridge, into the enemy base. Once there, enter the headquarters building, and free the defector, Kosygin. A bunch of dogs will appear. Keep Kosygin north of the headquarters building for now, and wait for all the dogs to "settle". Land the APC, and command it to run over the dog that parked itself by the top Tesla coil. With the dog gone, Kosygin can safely pass by the buildings, run over the bridge, and get to the transport. Your mission ends once you get him back to your base.
Mission 10 Deploy the MCV in the protected area to the east. Scout with your light tanks and run away from superior forces. The enemy armor is too strong for you to defeat, so don't plan on too many tank battles. Build a tech centre to see where everything is. Observe the enemy ore trucks, and mine what ore deposits you can. If the enemy ore trucks are gathering ore from a field behind your lines, build five helipads and go after those ore trucks. It will take two sorties to destroy each truck. Without ore trucks, the enemy will leave you be. Concentrate on gathering ore and building a massive horde of medium tanks. Pick off what units you can from the air. The enemy infantry is only an annoyance, and annoyances are quickly cleared with a couple pillboxes. Build rocket infantry for air defence, and place two AA guns in the northern part of your base. Focus your fire on the nearby Tesla coils before attacking the tanks. When you've destroyed a large portion of the base, Stalin will launch the missiles. Quickly run a group of engineers up to the control centre in an APC and capture it.
Mission 10 (Part II) You are deep inside the control centre, the clock is ticking, and you have very limited resources. Move your units south until you hit the mammoth tanks. Send your spy south towards the "exit", and Tanya will appear. With Tanya as your point, explore the passages. Take Tanya and an engineer north and east. Kill the soldiers, disable the first control centre. Go west, and do the same to the second Control Centre. Head north until you see the flame turret. Heal Tanya to full health, then set a demolition charge on the flame turret. Heal Tanya again, afterwards. North of the flame turret is the third control centre. Disable it with an engineer, and head all the way east and north, and disable the final control centre.
Mission 11 At the start you'll have two MCVs. Deploy both of them. Get your base up and running, and build two refineries early on. Explore with one of your light tanks. There's a mammoth tank patrol to the east and north. Make note of their resting locations, and mine them. Get a tech centre up to see where the enemy ore truck is. Build six helipads and destroy the ore truck. Use rocket infantry as anti-aircraft batteries. Assault the base with a task force of medium tanks. Don't destroy the sub-pen; infiltrate it with a spy since we need a sonar pulse. Capture the construction yard and weapons factory. The enemy base on the other side of the river will start construction. Destroy their ore trucks with your helicopters. Make some V2 rocket launchers to take out the Tesla coils on the island. Break a whole in the concrete wall on the coastal side of the base, and send your tanks through to the northern section of your land mass and destroy the power stations. Create a naval yard and make a transport. If submarines attack the naval yard, destroy them with V2 rocket launchers and helicopters. Land V2 rocket launchers on the Tesla coil island and get rid of the S.A.M. sites.
Fire the sonar pulse. The V2 rocket launcher should take out some of the submarines nearby. To get the others, use your transport as a decoy to make the subs surface, and blast them from the sky with helicopters. Friendly naval power will arrive and if you've destroyed all the subs, your mission will be accomplished.
Mission 12 Deploy the MCV near where you land. Stick a camo pillbox as far to the north-east of your base as you can. Use the jeep to scout to the east. When you see the mammoth tank, turn around. Scout east, and north, shooting any dogs you come across. Retreat at the first sign of enemy armor. A mammoth tank will move towards your base, followed by a civilian. Shoot the civilian before it drops a signal flare. The mammoth tank will go invulnerable, and try to attack your ore trucks. Drive the trucks around in circles until the invulnerability wears off, and then kill the mammoth with your medium and light tanks. Expand your base, and put camo pillboxes in your extreme corners. Push the spy north through the centre, and follow the river crossing east past the Tesla coil into the enemy base. Follow the coastline and infiltrate the enemy sub-pen. When your GPS satellite goes up, you'll see two bases, one on the left, and one on the right. The base on the right has an ore truck that is using a northern ore deposit. Send six Longbow helicopters after the ore truck and destroy it. Mine the road that leads through the village. The enemy will nearly always use roads, and if you can destroy those mammoth tanks with mines before they have a chance to go invulnerable, more power to you. Now, the base on the left side will start ore refining. To avoid the S.A.M. fire when attacking the trucks, send your helicopters to a place near the west edge of the map before commanding them to attack. With those ore trucks out of action, the computer will stop building things, and you can finish the mission by sniping at your targets with helicopters to weaken their base defences so you can roll in your engineer-laden APC's and tanks.
Mission 13 Your top units are Group A, and your bottom units are Group B. Move Group A engineers to the control panel to destroy a flame turret. Move Group B to the east, and kill everyone there. Move Group B further east, and use the control panel to destroy the northern turret. Move Group A east past the tanks. If you have trouble killing the enemy infantry, remember to group your riflemen in groups of five. Follow the riflemen with the medic, and heal the soldiers while they fight. Let the enemy come to you; riflemen can't shoot on the move. Go north through the passageway; the first generator is here. Head back out and east, where there's another turret control panel to disable. Backtrack a bit with Group B, and advance south. There's a grenadier at the generator controls. Rush him with rifle infantry. When your engineer sets a charge on the generator, you'll get some more rifle infantry as reinforcements. Move Group B east until you hit another room with a generator. Set a charge on this one, and continue east until you reach big room with flame turrets and several control panels. The centre control panel takes out the north-west turret. The north-west panel takes out the centre turret. With good timing, you can send a single engineer to do both of these without getting hurt. The south-west panel is a generator, but you can't get to it safely just yet. Instead, move Group B up to Group A, and make a new team consisting of five rifle infantry, two doctors, and one engineer. Move the team east to another generator, then south and west. You'll be back at the central hub. Kill all the infantry now that you have two medics helping out with the healing. Head south. A very small computer is in the west wall. Place an engineer here to activate the turret control. Head west from the V2 room, and kill the flame thrower and the dog by shooting the barrels. Two control panels on the wall disable turrets, and the one in the room to the west itself is another generator. There are two generators left in the central hub. Disable both of them. If the flame turrets are still up, don't worry. The engineers will get to the control panels before dying. Take the lower right passage. Move all your units inside. Move your spy into the room with all the units. Something strange will happen! All the bad guys will ignore your men and run out of the room! Move your engineers east, and reprogram the last generator computer.
Mission 14 Move Tanya and the thieves down to protect them from the barrel explosion, then move them up to protect them from the other barrel explosion. Shoot all the infantry while you move west. When you hit the coast, move north into the base. Destroy the small power stations. Shoot at the delivery van with Tanya's pistol. If it runs away, go back south the way you came and cut it off and the river crossing. Shoot at it some more, and it will explode, revealing a crate full of money. Go back up, and destroy the large power plants. Move the thieves into the ore silos and steal their money. Reinforcements will arrive. Deploy the MCV where you see the signal flare. Like in the previous missions, the Soviets will send invulnerable mammoth tanks at you. These tanks travel in a predictable path to get to your base, so by mining their paths, you'll pre-empt this particular threat. Rocket infantry will protect you from planes. Back them up with some AA guns around your power stations. Find the enemy ore truck once the GPS is launched. Build six helicopter pads, and destroy the ore truck. Without the ore truck, the enemy will stop sending units at you. When the ore truck of the southern base is destroyed, the eastern base will start sending out its trucks. Their ore fields have no SAM cover, so destroying them shouldn't be a problem. Construct a naval yard and build a cruiser. To extend your base to the water, build a chain of barracks building until you hit the coast. Put up some anti-air defences by the naval yard. (Note: The chronosphere can move units from one place to another for a limited amount of time.) Chronoshift the cruiser into the lake by the southern base, and tear the enemy buildings to shreds. If the cruiser guns overshoot, force attack on a game square that is slightly above the building to correct it. Repeat until they give up and sell all the buildings. Next, chronoshift the cruiser into the small lake in the bottom left corner and shell the airstrips and power stations to the north. Send your helicopters on SAM site busting missions. You may lose a helicopter in the process, but don't worry that's what money is for. With the SAM sites gone, you can destroy the power stations at your leisure to silence the Tesla coils, then send your tank groups in for to finish things.

Soviet Walkthrough
Mission Guidelines
Mission 1 The Allies store barrels full of petrol next to their buildings and units. Shoot all the barrels you see with your air planes. A few friendly soldiers will drop in to assist. (Note: There's a heal-everyone crate under the church to the west if you get into any difficulty). Move your men north, and as you explore more of the map, you'll find more barrels to shoot. Edge a few soldiers near the unexploded bridge. Shoot the barrels by the pillboxes to destroy them. The map will reveal more buildings and barrels. Blow up the other barrels. If your mission doesn't end, it's because you've left the civilians alive. Massacre them all and burn their buildings to the ground.
Mission 2 Shoot the stacks of barrels by the bridge. Build a refinery, aircraft, power plant, and barracks. Send one man to scout up north. Don't worry if he gets killed by the jeep. Strafe the jeep with both aircraft. You'll notice that a rocket infantryman takes shots at you. Next time you're up there, strafe him too to get rid of him. Gather all your rifle infantry and organize them into two groups of equal size. Move south past the river crossing, and head past the ore deposits to the west. Always keep the two groups next to each other for defence. Inch your way one square at a time until you begin combat with the enemy. If a jeep appear mixed with the infantry, kill the rifle infantry first, the jeep second, and any rocket infantry last. The enemy ore truck will show up. Destroy it with concentrated rifle infantry fire. With the ore truck gone, the enemy won't have enough cash reserves to put up much of a fight. The turrets are best destroyed using concentrated rifle fire. (Note: The Yak aircraft is good for lightly armoured buildings such as power plants and construction yards.)
Mission 3 Kill the soldier defending the farmhouse and you'll get riflemen and grenadiers. Send a grenadier south to blow up a line of barrels in order to destroy the pillbox. Send the men south, killing enemy infantry. Move all the units west until you see the enemy village. Move the dogs back. Cluster the infantry in a counter ambush formation at the pass. Send a dog into the village, and immediately pull it back when computer starts the ambush. Kill them all. The spy escapes up north. Move all your units half way east then north through the valley, killing the little men there. Get a grenadier to blow up all the barrels again. Move all units north, then into an attack formation where you can grenade the enemy soldiers one by one until they die. Move everyone west and blow up more barrels. Move everyone west and kill the spy. Mission complete.
Mission 4 We're going to do this one slightly differently. Move your units west until you get to the village. Deploy the MCV along the road that stretches to the bottom corner of the map. Build your base with a power plant first, followed by a barracks and a refinery. You're surrounded by minerals, and there isn't much space at first to build buildings, but as you gather ore, the real estate will open up. Dogs make good border guards if you put them near your perimeter. They'll die in the crossfire if you mix them up with your normal infantry. Build an airstrip. Send a spy plane to an area at the very top of the screen, aligned vertically with the first river crossing, counting from the west. You've got to take out the radar dome. When your paratroopers are ready, drop them next to the radar dome and destroy it. The one major strength of the Soviets is armour, so take advantage of this asset by building as many heavy tanks as you can afford. Send your armour north from the gap generator and destroy the ore truck and refinery. Stay out of reach of the turrets, but destroy any tanks and jeeps that you see. Destroy the weapons factory also. With unit production crippled, the enemy will lie still. Build more armour and finish them all off.
Mission 5 Set up your base just south of the road. Get a radar dome up as soon as you can. Scout to the north with one of your rifle infantry, and see if you can drag the bad guys down to your turf. Pump out some tanks. Move them into the ore fields in the north and destroy the enemy ore truck. Retreat back to your base where your infantry can help destroy the remaining "rescue" force. Build three V2 launchers, and use them to take out enemy turrets. Keep a squad of infantry close, and follow them with your tanks. Capture the Allied construction yard, and radar dome, but don't touch the refinery or any of the barrels. Build six airstrips and Yaks to go with them. Use the spy plane to reveal portions of the middle island. You're looking for the enemy refinery. When you find it, strafe it with your Yaks to destroy it. Pick off the units on the island one by one by air assault, or build a naval yard to bombard them from the coast with gunboats. If you do this, you'll need to get rid of the enemy destroyer cover with submarines. The mission ends when every last soldier on the middle island is dead.
Mission 6 Retreat to the west, and set up your base at the far edge of the map. Several waves of enemy rocket infantry and light tanks will attack. Counter them with rifle infantry and five or six heavy tanks. Send an APC into the base in the north to scout a little bit. Try to find the refinery. Build three airstrips, and make two strafing runs on the refinery to destroy it. Build three V2 launchers to destroy enemy fortifications, and let your tanks and your infantry deal with the other enemy units. Capture the weapons factory and build another repair bay by it. Repair your tanks before fighting your way east. Cruisers will open fire on you as you reach the main island in the east. That's okay. Concentrate on getting rid of the tanks on the island. Move the convoy trucks through the path you cleared. Your mission ends when you get them on to the island.
Mission 7 Run for it! Move all your men down the east passageway. When you reach the end, shoot the barrels and give them a taste of their own barbecue. Head past a guarded control room to the west, and turn south. There's a pillbox with a barrel fuse and a bunch of dogs wagging their tails. Shoot the barrels to free the dogs from the pound. Split the dogs into four groups of roughly even size. Attack the control room guards and kill them all. Move a soldier onto the control panel plates to destroy the flame turrets. Head west, but stop before you get a bunch of barrels. A pair of rocket infantry will fire on the barrels, hoping to catch you in the blaze, but they will have no such luck. Unleash the dogs on them. Continue moving through the corridor, shooting the barrels you come across. It will widen up into a large area full of more barrels. Stand back. Chase after the enemy soldier and kill him. Move further towards the engineers and kill their lone guard. Move one engineer onto each computer terminal. Some flame turrets will pop out of the ground and fry the Allied intelligence team. Move your remaining engineer to the core computer terminal to end your mission.
Mission 8 This is a difficult mission. Quickly build a barracks and place it somewhere. The enemy will disperse. If a few still linger around, a couple of rifle infantry will silence them. Construct a refinery. Build a war factory, and pump four or five heavy tanks. You'll get several shipments of infantry reinforcements. Put the flame infantry in front of the rifle infantry and barbeque them. Explore the coastline with a transport. Ore is going to be a problem soon. First, deal with the civilians who keep popping flares to signal enemy transports by killing the civilians. Move your tanks north to the large ore fields. Destroy the mine layers before they lay mines, or you'll wish that you had later. Rush back down to your base and defend against marauding jeeps. Capture the tan enemy's power station and build a barracks and refinery up there. Roll out big numbers of heavy tanks and go after the enemy ore trucks. If you don't kill those ore trucks, it's impossible to win. Use hit and run tactics to slowly wear down the enemy reserve of vehicles. When it's time to assault the base, use the V2's to take out the turrets and pillboxes. Your mission will end when everything is destroyed.
Mission 9 Destroy all enemy units in your base and immediately repair all your damaged buildings. Send the ore truck south to mine gem deposits. Construct an advanced power plant. Construct a weapons factory. Build two heavy tanks, and an engineer. You have to move quickly to capture an enemy base being established in the western portion of the map. Move your tank units and your engineer to the west. Capture the construction yard, and destroy the other buildings. The enemy will attempt to land on a strip of beach by your original base, accompanied by helicopters to destroy your Tesla coil. You can build Allied structures now, so build an AA gun by the Tesla coil, and move your tank units to the beach to deal with the enemy land units. Later, an engineer laden APC will attempt to infiltrate your east base, and a group of helicopters will go for your west base. Be on the lookout for both of these. You can build an Allied barracks and make some rocket infantry to counter the air threat. With three refineries, you'll have enough money to build another weapons factory and produce a dozen heavy tanks. Drop paratroopers into the blackness at the west edge of the map, on the same line as your captured Allied construction yard. Move them north and expose the bridge. Advance northwards from your western base and destroy the armour. Park your two mammoth tanks at the start of the bridge. Move your group of heavy tanks east until you hit a clump of pine trees. There's an isthmus here. It's heavily mined, so advance your tanks one square at a time, shooting the square ahead of each tank to destroy any mines that might be there. An Allied cruiser will open fire on the tanks. Luckily, it is so far away that it will miss, and its shots will destroy the Allied Force's own mines. Destroy any enemy tanks and artillery that attack your armour column. We want to flush the convoy truck out. Push through their base, without stopping to destroy their turrets. The convoy truck will panic and leave. That's what we want. Pursue it with your heavy tanks. The convoy truck will eventually make it down to the bridge where you parked your mammoth tanks and paratrooper infantry. Your mission will end a few seconds later.
Mission 10 Destroy the enemy tanks with concentrated tank fire. The convoy trucks will always follow the closest unit. Since we want them to be safe, leave one tank behind as a shepherd to keep the flock out of trouble. Kill rifle infantry with Yaks. Kill rocket infantry by running over them with your tanks. Kill other vehicles by picking on them with concentrated tank fire. Kill AA guns with tanks. Kill turrets with Migs. Kill ships with a combination of Migs and tanks. Destroy barrels with anything that is convenient. Use the spy plane to uncover your surroundings screen by screen. If you lose a Yak, replace it with a Mig. Two Yaks and three Migs seems to work best on this level. Shoot the barrels by the radar dome to destroy the AA gun, then destroy the turret from the air. Proceed west through the trees, and squish the rocket infantry who attempt to ambush you. Keep heading west until you see an AA gun on a plateau. Destroy it, and head south past the barrels. Don't stop to fire at the turret. Once in the clearing to the south, destroy the southern AA gun. Shoot the barrels leading up to the central AA gun to destroy it. Three friendly engineers will airdrop. Move them to the enemy base and capture the repair bay and the construction yard. Destroy the ship to the south, and destroy the ship in the north You can now repair your aircraft without fear of being shot down. Keep going west. Destroy the barrels on the southern plateau. Use a Yak to destroy the barrels on the northern plateau. Continue west. Destroy the tank, squish over the rocket infantry. Blow a hole through the concrete barrier. If you now move your "shepherd" tank to the far west, the convoy will follow. The mission will end when the convoy trucks make it to the western edge of the map.
Mission 11 Make landfall slight to the north-west of your starting position. Build a refinery and weapons factory right away. You need some heavy tanks for protection. Move your subs east. From time to time, a cruiser will pop up in the eastern sea, and the subs will take it out. Use your leftover transport to scout the contours of your island. If you don't stop, you can map out almost all of the islands despite the massive Allied naval power. When you have four heavy tanks, send one of them east to scout past the bridges. In the ore fields north of the bridge is a minelayer that you should destroy quickly. Some enemy tanks will invade your beach, but the three heavy tanks you left behind can contain them without any problem. In order to safely cross the bridges without getting them blown to hell, you need to destroy the cruiser in the east. This can only be done with air power. Three Migs will kill the cruiser in a short period of time. Build two sub-pens. Place one past your north shore, and the other one past your south. Create a wolf-pack of five or six submarines in the north, and replace any subs you lose in the south. Destroy the Allied sea power in the channel, culminating in the destruction of their shipyard in the bay. There is a crate worth 2000 credits on the island in the north-west. You can drop some paratroopers to get it if you need it, but because you need to get rid of the enemy navy, you might as well destroy their northern fleet with your submarine pack. Any enemy transports you see can be destroyed by your Migs. Use a combination of helicopters and Migs to kill the enemy defences around the only approachable beach head. The pass is heavily mined, so destroy them with helicopters by firing at random squares. Begin destroying AA-guns, starting from the west. Three Migs will destroy one gun emplacement without losing aircraft. With the gun emplacements gone, strafe the rocket infantry with your Hind helicopters, then knock out their power stations. Destroy whatever you can from the air. Land some heavy tanks. The bridge may blow up. Route your units through the narrow gap east to avoid the heavy minefield in the west pass. Destroy all units and buildings. If your mission doesn't end after you've destroyed everything in sight, you probably missed some of those camouflaged pillboxes hidden behind clumps of trees.
Mission 12 Save the V2 rocket launcher at all costs. Kill the enemy vehicles with your armour, and destroy the turrets with the V2 launcher. Set up your base. To begin with, put up a weapons factory, barracks, and a repair bay. Send some of your leftover grenadiers exploring. If one of them attracts the attention of an enemy helicopter, lead it to the mammoth tank. Snipe at the tanks and men in the southern valley with the V2. Make some heavy tanks. Watch out for a chopper landing in the northern area of the base at the same time of an enemy tank attack. Your V2 can take out the chopper, and your armour can deal with the tanks. A thief incursion is possible at this point. Kill them with the mammoth. Move your tanks to the ore field just east of the base. Ambush the mine layer as the transport delivers it. Speaking of mines, there are some mines south and to the west of the ore field fencing. Kill all the tanks and men on this side of the island. Five tanks from the enemy base will attack under the shadow of a mobile gap generator. In combat, you'll catch glimpses of the enemy units. Remember to concentrate your fire, and you'll have no problem with this. Capture the Allied tech centre in the south-west. You'll get a GPS map that will show everything. Take over the allied base in this sector using the V2's to remove gun emplacements, and using the tanks to project your might. Capture the weapons factory and construction yard, but only after you've sunk the cruisers. Hind choppers are best for this because they won't fly over AA on the other island. Drop some paratroopers over the power plants to silence the AA guns. Clean up the lake of naval units. Fill the transports with five mammoth tanks, five heavy tanks, three V2s, and two APC's loaded with engineers. Unload the transports on the south shore. When the beach head is secured, use the V2's to destroy all the turrets and pillboxes. Capture the three tech centres to complete your mission.
Mission 13 Destroy the enemy tanks. Deploy the MCV. Build a refinery, barracks, weapons factory, and repair bay. Train some grenadiers for base defence. Build three heavy tanks, and move your tank units south through the ravine. Destroy the tanks and artillery, and continue until you've gone to the very end. Turn back. Build another refinery. Construct a sub-pen and make enough subs to destroy the Allied ships in the bay farthest south. Send a transport full of heavy tanks right up the bay, and destroy the radar dome and the power plants, including those on the top of the cliffs. Charge the enemy camp with six or seven tanks, with the aim of destroying the centre radar dome. Drop paratroopers nearby to assist. Curve your tanks northward and remove another radar dome. Construct a new armour column. The enemy will have run out of nearby ore, and will send the ore trucks farther north. Destroy the trucks with some tanks, and then destroy the enemy's weapon factory. If you don't, you'll be up to your ears in enemy tanks and artillery. Send ten tanks all the way north, and then west. Cross the bridge and do not stop for anything! Carry on south through the enemy camp, past the ore fields. There is one more radar dome you need to take out. Do it. The chronosphere is south of those cliffs. Don't send a spy plane over there, however, because the Allied units will try to destroy the chronosphere. Make a large group of tanks to clean a path for your engineers, and capture the chronosphere. When I did this, I heard EVA say, "Objective reached." A split second later, our mission failed. I don't know if this is a bug, but there's another way to complete the mission. Instead of capturing the chronosphere, capture the barracks to the north-west of it. Build a large group of rocket infantry and destroy the helicopters that attack the chronosphere. Keep some tanks and infantry down there to keep the chronosphere safe. Systematically destroy every Allied vehicle, structure, infantryman, and ship. Regardless of your originally assigned mission, you'll see the words "Mission Successful" when the last Allied unit is killed.
Mission 14 There are several mines in the area, so only move your units straight up and down, and not to the east or the west. Concentrate fire on the light tanks, artillery, then medium tanks. Deploy your MCV. You can check for mines in the vicinity of your base by constructing a building, and moving the white placement markers around your perimeter. If a square within your placement marker turns red for no apparent reason, there is a mine under that square. Group your mammoth tanks together as an air defence system. Destroy the other enemy units using your heavy tanks. Don't wander into the mines. Defeat the Allied vehicles that approach from the south and from the west. Destroy the turrets guarding the bridge north of your base with V2 rockets. Get a weapons factory and repair bay quickly, and create tank units. Scatter two or three SAM sites around your base. The Allies will make constant landings at certain points on your shore. Block their landing sites with heavy tanks. Scout the rest of your land mass with a heavy tank. Construct a sub-pen and build a wolf-pack of submarines and a transport. Scout the eastern contours of your island. Some cruisers will open fire on your base. Build an airfield in the north-eastern corner of your base as a cruiser fire sponge. Sink the cruiser with your wolf-pack. If the cruiser is close enough to shore, V2 rockets will also work well. Take your wolf pack north, and destroy any other naval units, the naval yard and a large section of bridge. The enemy ore trucks will start coming down to your island to gather ore. The loss of their ore trucks will be the deathblow to the Allies, so take them out any way you can. For best results, place your mammoth tanks in the middle of the ore patch and wait for the trucks. The Allies will end up sending six or seven trucks, so be prepared to wait a while before they run out of money. Run a large group of heavy tanks up the bridge north of your base. Concentrate your fire on the turrets, and try to squish the rocket infantry. Take out the power plants. Run more heavy tanks up the western side of the island and take out the power plants, but leave the AA guns and construction yard intact. Time to assault the base. The enemy helicopters are painful, but the base lacks AA guns in the west part of the base. Send an infantry squishing heavy tank up into the base from the western side. Render it invulnerable using the Iron Curtain, and run over the rocket infantry. If you're lucky, the cruisers will end up destroying much of their own forces. To take out the cruisers, take out their destroyer escorts from land. The channel is narrow enough for several heavy tanks to get good shots at the destroyers. Then, the cruisers can be sunk by either Mig or Hind helicopter. Put 10 heavy tanks and 5 V2 launchers into transports. Send them north through the east channel, and make landfall on the strip of beach. Move the V2s north to the very edge of the cliff, and destroy more power plants. Move west, eliminating everything you can see until the very last Allied unit and structure is gone. Now just sit back and watch the ending.

Unit Info
Unit Side Range Armour Weapon Description
Both Short None M-16/AK-47 The Allies are armed with the M-16, the Soviets with the AK-47. Best used against other infantry or to take out lightly armoured vehicles in groups. Avoid being squishedby tanks by pressing the [X] (scatter) key.
Allies Medium None Dragon TOW Rocket Slower than the rifle infantry and not very effective against other infantry. Rocket infantry specialize in destroying vehicles and aircraft. This allows them to act as a cheap alternative to AA Guns.
Allies N/A None Bandages Medics have the unique ability to heal any other infantry unit to full health so long as it is within one game square away*. They cannot heal themselves so having two in a group is advantageous.
*see Medic bug (Tips, Hints and Cheats)
Allies N/A None Information James Bond in C&C, complete with Scottish accent. The Spy can slip past any enemy units unnoticed. Infiltrating enemy structures it can gather info on cash, stuff in production, unit count etc. Dogs are not fooled by the spy's disguise.
Both N/A None None Engineers can repair and friendly building to full. A popular tactic is to get them into the enemy base and capture (below 25% health) or damage buildings (above 25% health).
Allies N/A None None Thieves can enter enemy silos or refineries, stealing half of the credits inside. Unarmed so be careful.
Allies Medium None Colt .45 & C4 Excellent for taking out infantry and structures. Keep her away from stuff like Flame Towers, Tanks and Teslas and she can last for ages. Like engineers these can cause havoc if you can get them into the enemy base.
Both N/A Medium AT/AP Mines Allies have AT (anti-tank) while Soviet have AP (anti-personnel). Good mine laying can neutralize large enemy attacks before they become a threat. Place them in map bottlenecks, popular routes, ore fields and in areas of your base which have little defence.
Both N/A Heavy None Since the Ore Truck is the primary way of getting funds you must protect it well (and destroy enemy Ore Trucks). Use the follow [CTRL+ALT] command to get other military units to escort it.
Allies Short Light M-60 Use the Ranger primarily for scouting and picking off vulnerable infantry. On high tech level games these become less important, but you should always tag one or two along with your tanks to deal with infantry.
Allies Medium Medium 75mm Cannon Because of their speed and cheapness it is quite easy to churn out plenty of Light Tanks in a very short period of time (especially with multiple War Factories) thus making it ideal for tank rushes early on in games. Best used in con junction with Med. Tanks.
Allies Short Heavy M-60 The APC is a great unit to pull off sneaky tricks. It packs as much punch as the Ranger but also is capable of transporting 5 infantry. Send them along the very edge of the map - making them very difficult for the enemy to spot on his mini-map.
Allies Long Light 155mm Cannon Surprising powerful weapon which is great for taking out infantry. They are slightly inaccurate so place them on top of cliff to get a better range from them.
Allies Medium Heavy 105mm Cannon The toughest tank the Allies have at their disposal. Cheaper, faster and just as well armoured as the Soviet Heavy Tank but only armed with one barrel.
Side Medium Light Shroud Generator Gives a much smaller shroud radius than the stationary Gap Generator but can still hide quite a few units from the enemy. Group it with the units you're covering and press [F] to make them all travel at the same speed.
Both N/A Heavy None Changes into the Construction Yard when deployed. Defend them well as they are a favourite target of the enemy. The more Construction Yards you have the faster you can build structures.
Both N/A Medium None The LST (Landing Ship Tank) can transport 5 ground units across water. Put infantry in APCs before you put them in the LST to save space. Landings can be blocked by tanks or mines on the beach. Remember it is very vulnerable to Subs and air units in the water.
Allies Short Light 2" Cannon & DCL Best used for scouting and for discovering Subs before they reach your base. Back them up with Destroyers several squares behind as they can't do much damage by themselves.
Allies Medium Medium Stinger Msl. & DCL Land, Air and Sea units are all vulnerable to the Destroyer. Best used clumped together in groups of five or six outside the enemy's airfields/Subpen.
Allies Extreme Heavy 8" Cannon Can cripple a base very easily. A prized target for troublesome subs as it has no water based weapons - always back it up with some Destroyers. It's long range shots can be very inaccurate, if so, experiment force firing on the ground in front of the target until it hits.
Allies Short Heavy Hellfire Msl. Best used in groups against vehicles and structures - not infantry. Good armour allows it take a battering from SAMs while giving a battering of its own to the target. Very good against enemy Ore Trucks.
Image N/A Allies N/A N/A Sat. Images When launched from the Tech Centre the GPS will reveal the entire map. It is important to build a second Tech Centre as if it is destroyed, the map will completely shroud up.
Image N/A Allies N/A N/A Sonar Image The Sonar Pulse becomes available when a Spy infiltrates a Sub Pen. It reveals all enemy submarines on the map for a short time, allowing you to destroy them or send your ships around them.
Soviet N/A None Teeth Description
Soviet Short None Grenade Description
Soviet Short None Flame-thrower Description
Soviet Medium Heavy 105mm Cannon X2 Description
Soviet Long Light V2 Rocket Description
Soviet Long Light White-noise Gen. Description
Soviet Medium Heavy 120mm X2 & Msl. Description
Soviet Long Medium Torpedo Description
Soviet Short Light Twin Chainguns Description
Soviet Medium Light Heat Seekers Description
Soviet Short Heavy Vulcan Chaingun Description
Soviet N/A Medium None Description
Soviet N/A Light Para-bombs/troopers Description
Soviet Short None AK-47 Description
Soviet N/A N/A Explosives Description
Soviet N/A Light Spy Camera Description

Structural Info

- Luke Harris & David Ryan


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