Command & Conquer: Red Alert - Westwood Studios A few hints and tips by James Judge - Part 2 ALLIED UNITS RIFLE INFANTRY With a short range and no armour this unit can be destroyed very easily by anything else in the game and even run over by tracked vehicles. Lovely. However, when playing a low-tech game this will be your main foot soldier so build plenty of them and intersperse them with plenty of medics and rocket soldiers to take out heavier resistance. Try not to group them together too much as one good rocket from a V2 or Mammoth tank and the whole lot will be history. Instead, create a wide-spread formation (if you use formations) with as many overlapping killing fields as possible. Otherwise create small units instead of one big one. These guys are only really useful in large numbers and even then only against passive opponents (buildings) or low-powered enemies such as other Infantry or small numbers of Jeeps and Light Tanks. Try not to use at all on higher tech maps. MEDIC If you are forced to use Infantry for whatever reason then a few good Medics are essential to ensure that the whole lot don't get wiped out in under a minute. The more Medics the better, but as they are more expensive don't go overboard - a bit more firepower may divert the need for excess medical attention. If used in a formation, place as central as possible so (a) the Medic is protected and (b) its healing radius covers the most troops. If you're not using infantry, or only in small numbers for scouting purposes, then there is no need to bother with medics. ROCKET SOLDIER Probably the best simple 'grunt' you can get your hands on. In large numbers they can take on heavier opponents than standard Rifle Infantry and they can also attack airborne enemies, as well as having a longer range. Again, the larger their number the better and try to keep them well spread out. A good usage of Rocket Soldiers is to scatter some around your fledgling base to take care of any aerial attacks that may come when you haven't got AA Guns installed yet (or they're down due to power loss). They take advantage of the Medic (as do all human units) so if you're using these guys heavily give 'em a Medic or two. SPY These guys are cool. They have no true offensive capabilities but they can really give you good information against opponents who have Gap Generators working. The enemy won't be able to see that these guys are your units and so will, hopefully, ignore them. The best way to use Spies is to build three or four. Send one to scout a clear route to your opponent with the Gap Generator (because although no hostile action will be taken against the Spies, many a time have I had my Sean Connery accidentally run over by a stray Ore Harvester) and then send the others in his wake. When the Spies are in the opponent's base you can either infiltrate their buildings to gain (useless) information or use them in a far better way. Position a Spy beside each of the opponent's useful buildings. Then when the time comes to launch a nuke or air strike you'll be able to see clearly where his vital buildings are without resorting to random strikes. There are only two dangers to the Spy (apart from being run over). The first is Attack Dogs. They aren't fooled by Spies and will attack on sight. The second danger lies in an observant opponent. Luckily, I don't use Infantry - whenever I do get them they are sent on silly kamikaze missions that serve no purpose. I just don't like them. So imagine my confusion when I saw an Infantry wandering around my base and I couldn't click on him to send him to his certain death. Ye-esss. It transpires that enemy Spies will show up on your display as an Infantry dressed in your colours. You just won't be able to control them at all. Best option is to kill, kill KILLL! ENGINEER Another non-hostile unit this. Well, almost. To start with an Engineer or two are useful things to have floating around your base for when an enemy attacks as they provide instant first-aid for any sick buildings. Having one near (not by, as a nuke will take the Engineer out) your Construction Yard will ensure that any sudden damage will be instantly repaired and a second strike won't be as effective. The other use an Engineer has is to either damage an enemy building or take it over. Making an Engineer enter an opposing structure will cause damage to the building and the loss of the engineer. However, if you've managed to safely secure an enemy building and damage it significantly, making an Engineer enter will turn the building so that you now control it! This unit is easily killed, though, and they are pretty expensive in the scheme of Infantry so try not to waste them. THIEF Cunning and useful, but also very difficult to use with success. These guys have no special abilities apart from when they enter an enemy Silo or Ore Refinery they'll steal half the available credits and put it in your balance. The only way of achieving this is to put a number of them into an APC and then send the APC plus another (with maybe one thief in it) into the enemy base. Hopefully fire will be drawn by one APC while the other gets nearer the target. Then either the APC will be destroyed or you can unload it and then make a mad dash for the Refinery. If the enemy has good defences, though, this is particularly difficult to pull off but is worth it if it works out. Don't just send a thief into the thick of things, unless there is a Refinery or Silo just standing on its own away from Tesla Coils and ground units. This unit is only available in multi-player games. TANYA My first introduction to this gal was quick and very unpleasant as a hoard of Tanyas stalked through my almost undefended base, destroying building after building. How I cried. Tanyas are the strongest foot unit available and if you can get one into your enemy's base then she will create havoc. Apart from being able to mow down enemy Infantry (Rifle, Rocket and all the others) she can blow up buildings in one foul stroke, therefore, if used properly, she can be a great offensive weapon. The best way to use her is as with the Thieves using either an APC or LST to get her into the base. If you are lucky enough to get a crate that will give her an added speed boost then you are looking at a unit that will cause serious damage. Even without this, Tanyas are able to crawl through quite a bit of hostile fire before they give up the ghost, so try to get at least one into the opponent's base some time during the game - you never know your luck and this tactic can seriously change the way a battle is flowing. Don't waste her with destroying simple buildings like Radars and Power Plants as these can be taken out by conventional means. Instead try and target the Construction Yard to start with. When this is down go for the War Factory and Ore Refinery. Without a Construction Yard to replace these the enemy will be severely limited. Also targeting a Service Depot will stop them creating any more MCVs and further hinder them. Of course, this is all well and good theoretically, but actually penetrating a Tanya this far into an enemy's base means you are playing against someone who doesn't really know what they're doing at all. Still, you may get lucky... AT MINE LAYER Once the Service depot is built these little wonders can do wonderful things for the name of death. A couple of these continually sowing mines across an open plain will severely damage oncoming tanks, even Mammoths, and can provide an unexpected surprise for the enemy. If you are going to play a defensive game the mines are brilliant and what I recommend doing is start laying them early on in the game and in a staggered, line pattern like this: X X X X <---------------------< X X