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My Wish Is Your Command - Let's Play Command and Conquer: Red Alert 2 (PC) Welcome to the fourth installment of this Command and Conquer Anthology Let's Play. Red Alert 2 takes a noticeable shift in direction from Tiberian Sun; everything is brighter, the colours are more varied and vivid, and the art style changes (in no small part due to the different history behind the story to this game) but also with how in-game units look. In all, its a definite step up from previous games, although I will never relinquish the soft spot I have for TS/FS. Hopefully, I'll be able to properly show off just how the Command and Conquer series gained its definitive playstyle that came to maturity with this title. As always, I encourage people to play along as I progress through each game and their expansions. How this will work I'll be going through each game, chronologically. As every game features 2 factions, with entirely different campaigns, I will be showing off one "run" through each campaign, with additional posts revealing "missed" content, as Tiberian Sun continues the trend of branching paths. I will also attempt to showcase all the available cutscenes/FMV, as the games have a healthy amount of unique videos depending on whether you succeed or not. What games should we see/expect? 1995 – Command & Conquer 1996 – Command & Conquer – The Covert Operations 1996 – Command & Conquer: Red Alert 1997 – Command & Conquer: Red Alert – Counterstrike 1997 – Command & Conquer: Red Alert – The Aftermath 1998 – Command & Conquer: Red Alert – Retaliation 1999 – Command & Conquer: Tiberian Sun 2000 – Command & Conquer: Tiberian Sun – Firestorm 2000 – Command & Conquer: Red Alert 2 2001 – Command & Conquer: Yuri's Revenge 2002 – Command & Conquer: Renegade (Or Renegade X) 2003 – Command & Conquer: Generals 2003 – Command & Conquer: Generals – Zero Hour 2007 – Command & Conquer 3: Tiberium Wars 2008 – Command & Conquer 3: Kane's Wrath 2008 – Command & Conquer: Red Alert 3 2009 – Command & Conquer: Red Alert 3 – Uprising 2009 – Command & Conquer: Red Alert 3 - Commander's Challenge 2010 – Command & Conquer 4: Tiberian Twilight --- I'm not against mods, but I have no clue which ones are good or bad, and will consider adding any to the list upon request --- I will preface by saying I am not the best strategy player ever (Company of Heroes proved that one!) but I shall attempt to play on the harder difficulties, when available or if possible. And since this entire thing is being done chronologically, that means ABSOLUTELY NO SPOILERS AT ALL ABOUT ANYTHING! NO. SPOILERS. Not even tags. The Command and Conquer series has very little in terms of adaptations or spin-off content, having, I think, one "expanded universe" book sold in 2009, so let's just let things play out as the games intended them to. Thanks! https://www.youtube.com/watch?v=C_Vp1jFIpKY [Not my video] The year is 197X. Years after the Soviet-Allied war of the 1940s and 50s, Europe, and the world at large, has recovered from the devastation caused by the numerous nuclear strikes and general activities of war. The United States has remained a powerhouse of production, helping many of its allies to jumpstart their economies and return to their pre-war states. The Americans did more than help allies, however, and used the defeat of Soviet Russia to install their own puppet regime under the head of the Romanov family. The Americans also played a vital role in helping the Russian economy recover. Soviet Russia After Soviet Russia's defeat and the death of Stalin, the current Premier Alexander Romanov was installed by the United States of America in order to provide a stable head of state that they could support, directly or otherwise. Recently, it appears that Romanov has only been playing the part of benevolent ally of the United States of America, with numerous US spies disappearing and communication channels being shut down. [Soviet Sub-Factions] [ACCESS DENIED] Allied Nations With the death of Stalin and victory in Europe, the Allied Nations immediately set about to recover from the incredible damage caused by the war. After many years, they were able to accomplish that goal, largely in part of the United States. In subsequent years, life seemed to go about at what could generally be seen as normal. The various allied nations continued their defensive pact, albeit without unifying their commands and forces. [Allied Nations Sub-Factions] [ACCESS DENIED] MISSION PLAYLIST Tutorial Campaign Tutorial Missions: Back To Basics Allied Campaign Allied 01 - Operation: Lone Guardian Allied 02 - Operation: Eagle Dawn Allied 03 - Operation: Hail to the Chief Allied 04 - Operation: Last Chance Allied 05 - Operation: Dark Night Allied 06 - Operation: Liberty Allied 07 - Operation: Deep Sea Allied 08 - Operation: Free Gateway Allied 09 - Operation: Sun Temple Allied 10 - Operation: Mirage Allied 11 - Operation: Fallout Allied 12 - Operation: Chrono Storm Soviet Campaign Soviet 01 - Operation: Red Dawn Soviet 02 - Operation: Hostile Shore Soviet 03 - Operation: Big Apple Soviet 04 - Operation: Home Front Soviet 05 - Operation: City of Lights Soviet 06 - Operation: Sub-Divide Soviet 07 - Operation: Chrono Defense Soviet 08 - Operation: Desecration Soviet 09 - Operation: The Fox and The Hound Soviet 10 - Operation: Weathered Alliance Soviet 11 - Operation: Red Revolution Soviet 12 - Operation: Polar Storm Yuri's Revenge Allied Campaign Allied X01 - Operation: Time Lapse Allied X02 - Operation: Hollywood and Vain Allied X03 - Operation: Power Play Allied X04 - Operation: Tomb Raided Allied X05 - Operation: Clones Down Under Alliex X06 - Operation: Trick or Treaty Alliex X07 - Operation: Brain Dead Soviet Campaign Soviet X01 - Operation: Time Shift Soviet X02 - Operation: Deja Vu Soviet X03 - Operation: Brain Wash Soviet X04 - Operation: Romanov on the Run Soviet X05 - Operation: Escape Velocity Soviet X06 - Operation: To The Moon Soviet X07 - Operation: Head Games Miscellaneous Allied 05 - Operation: Dark Night [Bonus] Red Alert 2 - Units and Buildings Yuri's Revenge - Units and Buildings Yuri Faction - Unit Showcase Maps Red Alert 2 Map Showcase Yuri's Revenge Maps + Coop Showcase Jobbo_Fett fucked around with this message at 14:46 on Aug 12, 2021 |
# ? Apr 1, 2020 20:52 |
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# ? Apr 25, 2024 03:13 |
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Name: Unknown Aliases: None Affiliation: Allies Occupation: White House Aide Voiced/Played by: Ann-Marie Lazaroff Aide to the President of the United States of America. Stenographer. Name: President Dugan Aliases: None Affiliation: Allies Occupation: President of the United States of America Voiced/Played by: Ray Wise President of the United States of America. Helped install Premier Romanov in Soviet Russia. Defected to the Reds. Rehabilitated after the destruction of the Psychic Beacon in Washington D.C. Is willing to authorize lethal force in urban areas... provided you don't harm any of his constituents. Managed to evade capture and escaped to Canada. Tried to bargain with Yuri in order to stop him from taking over the world. Name: Ben Carville Aliases: General Thorn Affiliation: Allies Occupation: Leading General of the US Forces. [UNDECEASED] Voiced/Played by: Barry Corbin Top military official for the United States of America's armed forces. Reports directly to the president. Enjoys antagonizing Tanya. Was temporarily subverted by the Soviet Union due to mind control weapons. Impressed by the Commander's ability to befriend Tanya. Killed before he could transfer to Europe when a suicide bomber infiltrated his HQ. Casually drops one of the best lines of all time related to time travel. Name: Unknown Aliases: None Affiliation: Allies Occupation: Command Center Technician Voiced/Played by: Justin Bloom Technician working at Gen. Carville's command center. Name: Unknown Aliases: None Affiliation: Allies Occupation: Command Center Technician Voiced/Played by: Beau Hopkins Technician working at Gen. Carville's command center. Name: Alexander Romanov Aliases: None Affiliation: Soviet Occupation: Premier of the Glorious Soviet Union [DECEASED] Voiced/Played by: Nicholas Worth Premier of the Soviet Union. Has a pet turtle named Harry; no dove though. A rather jovial fellow. Either has a medical condition, or is affected by Yuri by some fashion. Name: Yuri Aliases: None Affiliation: Soviet Occupation: Premier to the Glorious Soviet Union Voiced/Played by: Udo Kier Aide/Confidant to the Premier of the Soviet Union. May not be on the up-and-up, dislikes Gen. Vladimir. Knows the meaning of "Soviet Irony." Do not tr~urk! Glorious Yuri is friend to all! Personal friend of Iosef Stalin. Traitor to the Motherland! Survived the war and has developed mind control devices that can control the minds of citizens over entire continents. Uses GOP scare tactics to convince weak-minded individuals to submit to an evil dictator. Name: Unknown Aliases: None Affiliation: Allies Occupation: Missile Silo Operator Voiced/Played by: Nate Bynum Missile Silo Operator at [REDACTED] missile site. Name: Gerry Boyd Aliases: None Affiliation: Allies Occupation: Missile Silo Operator Voiced/Played by: Rick Cramer Missile Silo Operator at [REDACTED] missile site. Killed his partner and betrayed his country, possibly due to influence by Premier Romanov's Aide. Name: Tanya Aliases: Widowmaker Affiliation: Hired Gun Occupation: Special Agent / International Gun For Hire Voiced/Played by: Kari Wuhrer Agent Tanya is a renowned mercenary who plays by her own rules. It has been suggested that the name "Tanya" may be a codename, similar to Agent 007. Responded to the crisis and helped recapture the Air Force Academy in Colorado Springs, after having dealt with the Soviet invasion in New York. Sent to Poland to destroy the forward Soviet nukes used to deter European involvement in the ongoing Third World War. Sometimes uses an AK-47, sans top cover, as her primary weapon. Name: Lt. Eva Aliases: None Affiliation: Allies Occupation: Tactical and Communications officer for the Commander Voiced/Played by: Athena Massey Lt. Eva is the Commander's tactics and communications officer, providing a vital supporting role in the Commander's control of his forces, and the battlefield. Name: Unknown Aliases: None Affiliation: Allies Occupation: Prime Minister of England Voiced/Played by: Kerry Michaels The Prime Minister of England. The Margaret Thatcher expy of this game. Name: Unknown Aliases: None Affiliation: Allies Occupation: General of the French Armed Forces Voiced/Played by: Frank Bruynbroek Named Lyon in the manual, this General is a clear parody of De Gaulle. Name: Unknown Aliases: None Affiliation: Allies Occupation: Chancellor of Germany. Voiced/Played by: Stuart Nesbit The Chancellor of Germany, he looks like Ludwig Erhard, but as far as I know he's based on a different Chancellor. Name: Dr. Einstein Aliases: None Affiliation: Allies Occupation: Scientist and Inventor Voiced/Played by: Larry Gelman Einstein is still alive, and has added the Prism Tower technology to his long list of inventions alongside the Chronosphere of the past. Name: Col. Porter Aliases: None Affiliation: Allies Occupation: Subordinate to Gen. Carville Voiced/Played by: Robert Christensen One of Gen. Carville's subordinates. Body double for Adam Sessler. Name: Gen. Mjordze(?) Aliases: None Affiliation: Allies Occupation: Subordinate to Gen. Carville Voiced/Played by: Robert Eustice One of Gen. Carville's subordinates. Name: Unknown Aliases: None Affiliation: Allies Occupation: Padre (Presumably) Voiced/Played by: Donald La Mothe Padre reading the testament for Gen. Carville. Name: Unknown Aliases: None Affiliation: Allies Occupation: Honor Guard Voiced/Played by: Unknown Honor Guard for Gen. Carville. Name: Unknown Aliases: None Affiliation: Allies Occupation: Secret Service Voiced/Played by: Spike Measer or Robert Garretson Personal protection detail for President Dugan. (They made an earlier appearance during Haill To The Chief's in-mission video. I can't tell either apart.) Name: Lt. Zofia Aliases: None Affiliation: Soviet Occupation: Intelligence Officer Voiced/Played by: Aleksandra Kaniak Intelligence Officer to the Commander. Loyal until the end, she is the Commander's most trusted subordinate. Name: Gen. Vladimir Aliases: None Affiliation: Soviet Occupation: General of the Soviet Union [Presumed Dead] Voiced/Played by: Adam Greggor General of the Soviet Union's forces. Pompous glory hog. War Hero of the Soviet Union. Knows what Yuri is up to, and vows to take him down. Captured by Loyalists/Yuri's Forces, presumed dead. Name: Unknown Aliases: None Affiliation: Soviet Occupation: Reporter/Journalist Voiced/Played by: Gabriella Bern Reporter for ongoing celebrations at Moscow. Name: Unknown Aliases: None Affiliation: Allied Occupation: Admiral of the Allied Korean Fleet Voiced/Played by: Richard Narita Admiral of the Allied Korean fleet charged with capturing Vladivostock. Name: Unknown Aliases: None Affiliation: Soviet Occupation: Waitress Voiced/Played by: Natasha Name: Unknown Aliases: None Affiliation: Soviet Occupation: Unknown Voiced/Played by: Stephanie Harrold/Tamara Kozen Helping the war hero, Gen. Vladimir, relax after a successful campaign. Names: Unknown Aliases: None Affiliation: Soviet Union Occupation: Unknown Voiced/Played by: Unknown One of Yuri's lackeys. Name: Bob Bing Aliases: None Affiliation: None Occupation: Chairman of Massivesoft Voiced/Played by: Rick Ginn Owner of Massivesoft, Mr. Bing developed one of the most successful and widely used search engines known to man. Jobbo_Fett fucked around with this message at 02:20 on Oct 7, 2020 |
# ? Apr 1, 2020 20:53 |
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GI RANGE: Short ARMOR: None WEAPON: Colt 1911 / M60 Machine Gun COST: 200 The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker. Left-clicking on a selected GI unit will cause him to deploy into a heavy machine gun platform which offers increased range and power, but no ability to move. Left-clicking again undeploys the GI. Author's Note: Your generic infantry, their low cost and power can be deadly if massed in sufficient numbers. They should be used cautiously as they lack durability. Of note, they can deploy into a sandbagged position, extending their range, and increasing their Rate of Fire (ROF) Mobile Construction Vehicle (MCV) RANGE: None ARMOR: Heavy WEAPON: None COST: 3000 As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site. Author's Note: The most critical unit in any army, the MCV must be protected at all costs. It is deployed into the Construction Yard, which allows the commander to produce everything from buildings to units. Chrono Miner RANGE: None ARMOR: Medium WEAPON: None COST: 1400 The heart of your economy is the Chrono Miner, a small vehicle that collects Ore and returns it to your Refineries. This Ore is then converted into money, which allows you to produce units and structures to increase your power. When travelling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of Ore, the Miner “chronos” back to the Refinery, much like a [REDACTED] moves across the map. This saves considerable time in getting the Ore into the refinery. Author's Note: Second only to the MCV, the Chrono Miner is vital to any economy, and protecting them should be the first objective for any aspiring commander. Luckily for the Allies, the chrono capability of the miner allows it to instantly teleport back to its home refinery when carrying a full load. Tanya RANGE: Medium-Long ARMOR: Flak WEAPON: Dual Colt 1911 COST: 1000 The most versatile infantry unit for the Allied forces is Tanya. About as fast as a typical GI, Tanya also has the ability to swim across rivers and oceans. While not that powerful against vehicles, Tanya’s powerful weapon kills off enemy infantry units with a single shot. Tanya can also plant C4 charges on enemy buildings or ships, destroying them instantly. Planting C4 charges on the repair huts of bridges allows Tanya to destroy bridges as well. Author's Note: Tanya is our "Hero" unit. She's tough but don't expose her to vehicles for very long, she will not survive. Engineer RANGE: Short ARMOR: None WEAPON: None COST: 500 Although unarmed, the Engineer is a very useful unit. Surgical use of engineering teams can quickly turn the tide of battle. Note that when an engineer is used, the unit itself is lost. Engineers can be used to repair destroyed bridges (enter the bridge huts), steal enemy structures, repair your own structures and repair or capture neutral tech buildings. Engineers can also defuse [REDACTED] bombs by targeting the affected unit or structure. Author's Note: We've seen engineers before, they haven't changed. Attack Dog RANGE: Short ARMOR: None WEAPON: "Bad" Teeth COST: 200 Specially-trained German Shepherds, Attack Dogs are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times. Author's Note: Dogs are back and that makes me happy. Now I wonder how I should mod them... Grizzly Tank RANGE: Medium ARMOR: Heavy WEAPON: 105mm Cannon COST: 700 The Grizzly is a standard Allied tank. Useful for base assaults, Grizzly Battle Tanks are also capable of grinding enemy infantry units under their powerful treads. This all-purpose vehicle is useful both in defence and attack. Author's Note: The standard battle tank for the Allies. Faster than its Soviet counterpart. Rocketeer RANGE: Short-Medium ARMOR: None WEAPON: 20mm Auto-Cannon COST: 600 The Rocketeer is the aerial assault version of the simple Allied GI. Armed with a powerful weapon and strapped into an equally powerful jetpack, the Rocketeer hovers over the battlefield. Rocketeers are excellent in providing anti-air defence and air-to-ground attacks on weaker targets. Author's Note: An aerial infantry that does well against infantry but is rather vulnerable to flak. Great at harassing, though I never really used them prior to this run. IFV RANGE: Short-Medium ARMOR: Light WEAPON: Missiles COST: 600 An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it. For instance, putting an Engineer into this craft turns it into a mobile repair vehicle, able to repair your damaged vehicles without the necessity of bringing your units back to your base, while GIs enhance the vehicle’s ability to gun down infantry, etc. Explore the many unique abilities the IFV has to offer. Author's Note: A rather interesting vehicle with plenty of variety to it. While I never make the most of it, it certainly shows off a rather fun aspect to a unit transport. Harrier RANGE: Short ARMOR: Light WEAPON: Maverick Missiles COST: 1200 This fast jet-aircraft is used for ground attacks against enemy positions. Useful for strafing enemy structures or incoming columns of enemy units, the Harrier is vulnerable to Soviet anti-aircraft fire. Author's Note: A basic air unit, nothing too fancy. Has a high cost for relatively good striking power but light defense makes it risky to use most times. Amphibious Transport RANGE: N/A ARMOR: Light WEAPON: None COST: 900 The Allied Amphibious Transport is used to transport units from place to place. While not invisible to radar like the [REDACTED], the hovercraft is capable of carrying vehicles as well as infantry. It can cross both land and water, allowing for amphibious assaults of enemy positions. This vehicle has no armament. Author's Note: Similar to the amphibious transport from Tiberian Sun, with the added bonus of more slots and the ability to transport vehicles. Destroyer RANGE: Medium ARMOR: Heavy WEAPON: 155mm Cannon (and Anti-Submarine Aircraft) COST: 1000 The basic Allied naval unit, the Destroyer is designed to automatically defend against submerged enemy units like submarines. The Destroyer can also be used to bombard shorelines and enemy installations, allowing for easier amphibious invasions. Author's Note: Your basic naval unit, suited to attack all forms of enemy naval units. The Osprey aircraft can attack submerged units, and are replaced automatically for free so don't be afraid to use them. Spy RANGE: N/A ARMOR: Flak WEAPON: None COST: 1000 The Spy is a stealth unit used by the Allied forces to gain an advantage over their foes. Rather than attacking enemy units, the Spy targets an enemy and changes his appearance to that of the enemy unit. This allows him to sneak past enemies and into enemy structures, providing substantial benefits. The Spy’s function inside the enemy structure depends on which building he enters. Attack Dogs are never fooled by the Spy’s disguise, so watch out for them. Author's Note: An interesting update to the spy, with a new method of displaying how the spy disguises himself in accordance to the increased number of infantry units available. Nighthawk Transport RANGE: Short-Medium ARMOR: Light WEAPON: Black Hawk Cannon COST: 1000 This massive transport helicopter is used to move infantry units across the map quickly and efficiently, without regard to terrain. The Night Hawk Transport is also completely invisible to enemy radar, making it even more effective at shuttling units back and forth. It is vulnerable to anti-aircraft fire, however. Author's Note: A useful secondary transport for the allied forces, allowing them to get on top of cliffs or other impassable terrain. The only downside being that the Nighthawk can't transport vehicles. Aegis Cruiser RANGE: Medium ARMOR: Light WEAPON: Medusa Missiles COST: 1200 Another important Allied ship, the Aegis Cruiser is used to defend against aerial attacks. In addition to standard anti-aircraft defenses, Aegis Cruisers are also equipped with anti-missile defenses that can protect vital installations against missile attacks. Author's Note: A very useful counter against the Soviet dreadnought, but a little disappointing overall as its a very one-dimensional unit. Aircraft Carrier RANGE: Long ARMOR: Heavy WEAPON: Hornet Aircraft COST: 2000 Exactly as you might guess, the Aircraft Carrier is a large ship that attacks by sending its aircraft to launch an assault on the target. Planes from an Aircraft Carrier land, reload and continue attacking until the selected target is destroyed. Even better, any aircraft lost by the Aircraft Carrier are automatically replaced without any cost. Author's Note: An invaluable unit for the Allies, but one that requires destroyers for personal defence against submarines, adding to their high cost. If you manage to keep these alive however, the free aircraft will devastate your opponent. Prism Tank RANGE: Medium-Long ARMOR: Light WEAPON: "Comet" Laser Weapon COST: 1200 This powerful Allied tank uses a weapon similar to the Allied Prism Tower. The powerful and deadly beam of light launched from the Prism Tank’s cannon radiates from the target to hit other nearby enemies, allowing this vehicle to single-handedly destroy entire groups of enemy units. The range of dispersal depends on how close the Prism Tank is to its initial target. Author's Note: Unlike the Prism Tower, the tank version does not "connect" or merge beams for a stronger attack. I don't recall using this too much, but I can't say why - the Prism Tank isn't a bad option. Navy SEAL RANGE: Medium ARMOR: Flak WEAPON: MP5 Submachine Gun COST: 1000 [There is no Manual entry for this unit] Author's Note: Essentially a male version of Tanya, they likely exist because you can't have multiple Tanya's, technically. The only real debate is who's voice lines and which gun(s) you prefer. Mirage Tank RANGE: Medium ARMOR: Light WEAPON: Mirage Tank Cannon COST: 1000 In most ways, the Mirage Tank is similar to the Grizzly Battle Tank of the Allies. However, when not moving, this unit changes in appearance to look like a tree. It can fire on enemy units from this camouflaged state, making it difficult for the enemy to discover where the fire is coming from. They do, however, appear for a brief moment when firing. Used carefully (for instance, stopping Mirage Tanks in or near a forested area), these units can provide a devastating surprise attack. Author's Note: I, like, never use Mirage Tanks. Lighter armor, but can be concealed. Maybe I'll find a reason to mass these instead of Grizzlies one day... oh wait, Prism Tanks exist! Dolphin RANGE: Medium ARMOR: Light WEAPON: Mirage Tank Cannon COST: 500 Dolphins are an important naval unit for the Allied forces. Cloaked and invisible to enemy radar, Dolphins attack with a sonar amplification device. They are effective against any Soviet naval units, particularly Giant Squids and Subs. Author's Note: The only direct counter to Giant Squids, they are necessary to prevent your naval forces from sinking below the surface. Also, while they counter Giant Squids, they are vulnerable to them as well. Chrono Legionnaire RANGE: Medium ARMOR: None WEAPON: Chrono-Gun COST: 1500 A Chrono Legionnaire never walks anywhere. Instead of walking, he teleports around the map. The distance of the teleport determines how long it takes him to “phase back in” at his new location. While phasing back in, the Chrono Legionnaire is vulnerable to enemy fire. His weapon is unique. Rather than destroying enemy units and structures, his weapon simply erases them out of time. The more powerful the enemy, the longer this takes. While being erased, the enemy unit is invulnerable. If the Chrono Legionnaire is killed while erasing a unit, the partially-erased unit will reappear. Author's Note: The ultimate infantry, able to eliminate, from history, any units or building, provided they are on the ground. Yes, they need protection while erasing their target from time, just train more Legionnaires! Construction Yard ARMOR: Concrete COST: N/A POWER USAGE: NONE PURPOSE: Produces Structures The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building. Author's Note: It produces other buildings, keep this alive at all costs. Power Plant ARMOR: Wood COST: 800 POWER USAGE: 0 POWER PROVIDED: 200+ PURPOSE: Produces Power While a few of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. That’s the function of this structure. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. Power Plants are physically weak and critically important, so keep them well guarded. Author's Note: The power plant is absolutely required for a base to run properly. Production may slow down or stop altogether should the commander be experiencing low power. Ore Refinery ARMOR: Wood COST: 2000 POWER USAGE: 50 PURPOSE: Provides Income Your Chrono Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission, and will often want several. Make more Miners and Ore Refineries to make more money. Author's Note: Chrono Miners bring their ore loads back to the refinery for processing, which in turn generates income for the commander to spend on units or structures. Barracks ARMOR: Steel COST: 500 POWER USAGE: 10 PURPOSE: Trains Infantry The creation of all infantry units from the basic GI to the advanced [REDACTED] is performed at the Allied Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks. Author's Note: Your basic structure allowing you to produce infantry. Having multiple barracks will speed up production of infantry. Pillbox ARMOR: Steel COST: 500 POWER USAGE: None PURPOSE: Base Defense Pill-boxes are fortified gun emplacements designed to protect an area against attacks by enemy infantry. Pill-boxes are not very effective against vehicles and they cannot shoot through walls. Author's Note: Your basic defensive structure. Works well against infantry and lightly-armored targets. War Factory ARMOR: Wood COST: 2000 POWER USAGE: 25 PURPOSE: Trains vehicles If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production. Author's Note: Absolutely required to create vehicles. Wall ARMOR: Concrete COST: 100 POWER USAGE: None PURPOSE: Perimeter defense Walls are a passive defence system designed to stop enemy infantry and vehicles. Multiple pieces of wall section can be placed at once for quick building. Author's Note: Not much to say about this other than it being similar to past games' walls. Airforce Command ARMOR: Steel COST: 1000 POWER USAGE: 50 PURPOSE: Builds Aircraft The Allied Air Force Command Headquarters has two critical functions. Firstly, it provides radar, activating your Radar display, and allowing you to see the areas of the shroud you have removed on your Radar map. Secondly, this structure allows for the creation of aircraft. Each Air Force Command Headquarters can control up to four Harriers. Additional aircraft will require the production of a new Air Force Command Headquarters. Author's Note: Required to build and maintain Harrier jets. Unlocks aircraft. Naval Shipyard ARMOR: Concrete COST: 1000 POWER USAGE: 25 PURPOSE: Builds Ships Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including [REDACTED], are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired. Author's Note: Required to build naval units, they also serve as the repair point for them. Unlocks ships. Prism Tower ARMOR: Steel COST: 1500 POWER USAGE: 75 PURPOSE: Defensive Structure The Prism Tower is a powerful base defence for the Allies. Prism Towers fire a concentrated beam of light at any approaching enemy ground units. If Prism Towers are placed close enough together, they can fire one large, powerful beam by targeting each other and combining light beams on the target. -The max number of Prism Towers that can augment an attack is 8. -The increase in damage is 150% per tower. Author's Note: Your main defensive structure to be used against tougher units. It packs a stronger punch when built near other Prism Towers. Patriot Missiles ARMOR: Steel COST: 1000 POWER USAGE: 50 PURPOSE: Defensive Structure The Patriot Missile System is an anti-aircraft device design to keep Allied bases protected from Soviet aircraft. Effective against all enemy flying units, the Patriot can also target and destroy incoming enemy missiles. Author's Note: The Allied anti-air defensive structure. Service Depot ARMOR: Wood COST: 800 POWER USAGE: 25 PURPOSE: Repairs Damage During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit. Author's Note: According to the rules.ini file, you can sell units sitting on a Service Depot, much like prior games. The repair cost is only 15% of the total unit cost. (Unless I've misunderstood the .ini file) Battle Lab (Allied) ARMOR: Wood COST: 2000 POWER USAGE: 100 PURPOSE: Unlocks High Tier units/structures Many of the more advanced Allied units and defenses depend upon additional technology found only at the Battle Lab. To create the Allied special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Allied base. Author's Note: Not much to say about this other than it acts as the standard tech structure seen in previous games that unlocks the higher tier units and structures for the player. Chronosphere ARMOR: Concrete COST: 2500 POWER USAGE: 200 PURPOSE: Mass Teleportation Device Allied research into time travel has developed the Chronosphere, a device that allows units to move instantly across the map. When used, the Chronosphere will move vehicles in a selected wide radius to another point on the map. Additionally, enemy vehicles can be transported with the Chronosphere. Enemy ships can be placed on land or enemy ground vehicles can be dropped in water, destroying them instantly. Like the Weather Control Device, when the Chronosphere is built, all players are notified and the shroud above the device is removed. Author's Note: A lovely superweapon that can destroy any unit out there... if used well enough. There appears to be a limit on how many units can be transported, but it is a very powerful ability nonetheless. Spy Satellite ARMOR: Wood COST: 1500 POWER USAGE: 100 PURPOSE: Reveals the entire map The Allied army depends on superior information to defeat the Soviet menace. When built and deployed, the Spy Satellite Uplink completely removes the shroud, showing all locations on the battlefield and on the Radar display. Author's Note: Instantly reveals the entire map upon being built, rather than having to wait for the satellite to be constructed and deployed as seen in RA1. Spy Satellite ARMOR: Wood COST: 2500 POWER USAGE: 200 PURPOSE: Increase income gained by collecting ore The Allies have developed the Ore Purifier as a way to further refine the Ore they mine. While an expensive structure, the Ore Purifier allows you to gain additional credits from every load of Ore your miners return to your Refineries. Over time, the Ore Purifier pays for itself many times over. Author's Note: The net increase to all income sources is 25%, according to the wiki I use for help. And you can only ever have one at a time Gap Generator ARMOR: Wood COST: 1000 POWER USAGE: 100 PURPOSE: "Cloaking" Device Much of the Allied strategy revolves around gathering superior information and denying information to the Soviets. When a Gap Generator is deployed, it creates a shroud over a wide radius, hiding the Allied base from Soviet radar. The Gap Generator requires a great deal of power to maintain. Author's Note: This exists. Weather Machine ARMOR: Concrete COST: 5000 POWER USAGE: 200 PURPOSE: Allied Super Weapon The Weather Control Device gives the Allied commander the ability to control the forces of nature. Once built, the Weather Control Device will create a powerful lightning storm, which can be deployed over any part of the map, causing incredible destruction. The lighting storm will destroy buildings and units over a large area. When a Weather Control Device is built, all players will receive notification of the construction, and the shroud above the device is removed. All players will also receive a countdown as the lightning storm is developed. Author's Note: The Allied version of the Nuclear Missile, without the radiation after effects. High damage, large area of effect, but the cost and power consumption may make you think twice about getting one. Conscript RANGE: Short ARMOR: Flak WEAPON: AK-47 (Assumed) COST: 100 The counterpart to the Allied GI is the Soviet Conscript. Not able to deploy into a fortified position, Conscripts are cheaper to build than the Allied GI. Author's Note: Your basic infantry, only great for massed attacks or for garrisoning buildings. Attack Dog (Soviet) RANGE: Short ARMOR: None WEAPON: Teeth COST: 200 Specially-trained Siberian Huskies, Attack Dogs are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best, and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times. Author's Note: German Shepherds vs Siberian Huskies. War Miner RANGE: Short ARMOR: Medium WEAPON: 20mm Autocannon COST: 1400 The counterpart to the Allied Chrono Miner, the main purpose of the War-Miner is collecting Ore to be processed into credits. Once processed by a refinery, the Ore allows for the production of both units and structures. Unlike the Allied Chrono Miner, the War-Miner is not completely defenceless. It is armed with a sizeable mounted gun, which gives it the ability to protect itself from minor threats. Like all heavy vehicles, it can also crush enemy infantry by driving over them. Author's Note: Much tougher than the Chrono Miner, the War Miner trades in the capability to teleport back to base to have twice the capacity for ore, as well as having a 20mm autocannon for protection. Flak Track RANGE: Short-Medium ARMOR: Heavy WEAPON: Flak Cannon COST: 500 This light Soviet vehicle is designed to defend against both air- and light ground-assaults. It attacks by expelling flak, much like the Flak Trooper. This vehicle can also operate as a troop transport, carrying infantry units over-ground. This vehicle is not amphibious and cannot cross water. Author's Note: Interesting that it mentions non-amphibious movement. Not quite sure why. Rhino Tank RANGE: Medium ARMOR: Heavy WEAPON: 120mm Cannon COST: 900 The Soviet answer to the Allied Grizzly Battle Tank is the Rhino Heavy Tank. Larger and slower than the Grizzly, the Rhino is geared toward pure power and is extremely effective against structures. Author's Note: The Hammer of the Soviet ground forces, more than capable of scrapping any allied vehicles they come across. Attack Sub RANGE: Medium ARMOR: Heavy WEAPON: Torpedo (Unspecified size) COST: 600 This naval vessel attacks from below the waves, launching powerful torpedoes at its foes. Not capable of attacking land-based targets, the Typhoon is nonetheless a powerful unit for naval conflicts, and in large numbers conflicts and, in large numbers, can take complete control of waterways. Typhoon Attack Subs are stealth units and do not appear on enemy radar. Author's Note: The workhorse of the Soviet navy, attack subs will be the primary anti-vessel weapon platform for Red commanders. Tesla Trooper RANGE: Short ARMOR: Plate WEAPON: Shock Gloves/Gun COST: 500 This specialised infantry unit attacks with a powerful electrical charge generated from his portable [REDACTED]. Tesla Troopers are valuable for a number of reasons, not the least of which is their immunity to being steam-rolled by enemy tanks. In times of emergency power shortages, Tesla Troopers can charge up the [REDACTED] defending your base to keep them operating against enemy units. Charging up a [REDACTED] will also increase its range and power. To charge a [REDACTED], simply move a Tesla Trooper near it. Charging will happen automatically. Author's Note: Very useful to have a few hanging around your base in case your Tesla Reactors aren't enough. Also they do rather well against infantry! Flak Trooper RANGE: Medium ARMOR: None WEAPON: Flak Launcher COST: 300 This advanced infantry unit is useful against both ground and air targets. The Flak Trooper attacks with explosive flak, allowing him to damage aircraft as well as seriously wound enemy infantry. Author's Note: Your low tech portable means of anti-air defense as the Soviets. Generally useful to have as they perform double-duty against Allied vehicles and buildings. V3 Launcher RANGE: Long-Extreme ARMOR: Light WEAPON: V3 Rocket COST: 800 The V3 Rocket Launcher is the closest thing the Soviet army has to artillery. While physically weak and easily destroyed, the V3 is capable of tremendous devastation. It launches very powerful, long-range rockets that can cause huge amounts of damage to whatever they hit. A great support weapon, the V3 Rocket Launcher is too vulnerable to lead an assault. Author's Note: Sadly, the lack of any real splash damage really hinders the V3's power and use. Still, useful to hit something like a Prism Tower from outside its range. Psi Corps Trooper RANGE: Medium ARMOR: None WEAPON: Mind Bullets COST: 1000 There is no manual entry for this unit. Author's Note: Able to take control of enemy units, Psi-Corps Troopers are dangerous in the Terror Drone RANGE: Short ARMOR: Special WEAPON: Itself COST: 500 Terror Drones are a new robotic unit created by the Soviet military. These small, mechanical spiders scuttle across the battlefield looking for enemy vehicles. When a vehicle comes within range, the Terror Drone leaps into action, jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or Outpost can remove a Terror Drone once it attacks. Author's Note: A very efficient unit when micro'd well, but requires a lot of attention to maximize its use. Sea Scorpion RANGE: Short ARMOR: Heavy WEAPON: Flak Gun COST: 600 This fast ship is capable of attacking all targets. It is also equipped with an anti-missile system, and can be used to protect valuable structures and locations from missile attack. Author's Note: Great speed won't save this ship design from being relegated to the "Do Not Buy" pile. Unless I can't build subs or [REDACTED] or [REDACTED], then I guess its a solid 4th pick. Amphibious Transport RANGE: N/A ARMOR: Heavy WEAPON: None COST: 900 Similar to the Allied Amphibious Transport, the Transport is a way to move both infantry and vehicles across both land and water. This vehicle is unarmed, but is heavily armoured to help ensure that its cargo gets to its ultimate destination. Author's Note: Identical, apart from its armour, to its Allied counterpart. Crazy Ivan RANGE: Short ARMOR: None WEAPON: Explosives COST: 600 A codename used for Soviet demolitions experts, a Crazy Ivan attacks by placing dynamite around the map. Virtually anything can be wired to explode, from enemy structures to individual Conscripts—even wandering cows. Once placed on enemies or neutral units and structures, the bombs will count down to detonation and then explode. Crazy Ivan units can also demolish bridges by placing dynamite on bridge huts. Author's Note: I literally never used Crazy Ivans, so uhhh.... they exist? Dreadnought RANGE: Long-Extreme ARMOR: Heavy WEAPON: Dreadnought Missiles COST: 2000 This large ship is useful in attacking both enemy ships and ground installations. It hits with powerful long-range missiles, making it difficult for enemy units to approach within range to destroy it. Author's Note: Expensive and desperately in need of support for self-defense, the Dreadnought will do wonders provided your enemy can't shoot down its missiles. The line about attacking enemy ships is more wishful thinking and luck than anything else. Apocalypse Tank RANGE: Medium ARMOR: Heavy WEAPON: Twin 120mm Cannons COST: 1750 The ultimate Soviet tank, the Apocalypse Assault Tank has a massive gun. A huge vehicle, the Apocalypse can take large amounts of damage before succumbing. This vehicle can be used to attack both ground and air targets. Author's Note: The ultimate in tank technology™, nothing can even hope to stand up against the mighty Apocalypse Tank and live. Truly, this singular weapon can spell doom for all that oppose it. Desolator RANGE: Medium ARMOR: Plate WEAPON: Man-Portable "Radiation" Cannon COST: 600 Iraqi scientists have created the Desolator, a soldier that creates large areas of scorched, impassable earth. When deployed, the Desolator uses a radiation cannon to irradiate the ground around him, making it completely impassable to both infantry and light vehicles. He wears a protective suit to keep him safe from the radiation. When the Desolator is killed or undeployed, the ground he has poisoned will slowly return to normal. Author's Note: A rather unique infantry that is an absolute monster against infantry. There's only one other infantry that can deal with this, and we haven't seen him yet. Giant Squid RANGE: Short ARMOR: Light WEAPON: These glands! COST: 1000 Captured and trained by Soviet scientists, these huge creatures are capable of grasping enemy ships and crushing them with their huge, powerful tentacles. Giant Squids are stealth units and do not appear on enemy radar. Author's Note: An interesting unit, that performs a similar function as the terror drone. The main difference being that the Squid disables its target entirely, but is vulnerable while in such a state. Kirov Airship RANGE: Short ARMOR: Light WEAPON: Blimp Bombs COST: 2000 These huge Soviet zeppelins are a true force to contend with in the air. Able to withstand tremendous amounts of damage, a Kirov attacks with massive payloads of heavy bombs. These can devastate an area. Slow speed is the main weakness of this unit. Author's Note: Large and in charge, the Kirov Airship can shake off any but the most concentrated of AA defenses. Their durability makes up for their lethargic movement. Anything caught under their sights is as good as dead. Yuri Clone RANGE: Medium ARMOR: None WEAPON: Spoons bent into absurd shapes COST: 1200 The result of unique Soviet research, Yuri has the ability to mentally control most organic units and vehicles. When controlled, the enemy vehicle becomes, effectively, your unit, and you can order it to move and attack just as if you had built it yourself. If Yuri is killed, the connection with the enemy vehicle is broken and it returns to its original team. Yuri cannot control War-Miners, Chrono Miners, Attack Dogs, aircraft or other Yuri units. Yuri can also boil the minds of others with his mind-blowing attack. Simply double-click on him and watch surrounding infantry sizzle. Author's Note: Potentially very broken, and doubly so when paired with the Cloning Vats. Provided they have air cover, there's little that can stand up to Yuri. Tesla Reactor ARMOR: Wood COST: 600 POWER USED: 0 POWER PROVIDED: 150 PURPOSE: Produces Power The Soviet army depends on the Tesla Reactor to run its base operations. Like Power Plants, Tesla Reactors are extremely important, but are very vulnerable. These structures must be protected at all times. Spies are a particular nuisance. Author's Note: The Soviet version of the Power Plant, it provides less power while also costing less. Ore Refinery (Soviet) ARMOR: Wood COST: 2000 POWER USED: 50 PURPOSE: Provides Income Your War Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission and will often want several. Make more Miners and Ore Refineries to make more money. Author's Note: Same as the Allied version. Barracks (Soviet) ARMOR: Steel COST: 500 POWER USED: 10 PURPOSE: Trains Infantry The creation of all infantry units from the basic Conscript to the advanced [REDACTED] is performed at the Soviet Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks. Author's Note: The manual doesn't use the Soviet version of the Barracks, oddly enough. Sentry Gun ARMOR: Steel COST: 500 POWER USED: 0 PURPOSE: Base Defense This stationary gun is used to defend against enemy infantry. It is not a very effective weapon against vehicles. Author's Note: It's a cooler pillbox. Radar ARMOR: Wood COST: 1000 POWER USED: 50 PURPOSE: Produces Radar Because the Soviets do not have traditional aircraft, they have no need of an airfield. The Radar Tower, when created, activates the Soviet Radar display. Author's Note: Does what you would expect - provides the Radar map. War Factory ARMOR: Wood COST: 2000 POWER USED: 25 PURPOSE: Produces vehicles If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production. Author's Note: Nothing of note, it is equivalent to the Allied War Factory. Naval Shipyard ARMOR: Concrete COST: 1000 POWER USED: 20 PURPOSE: Produces ships Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including [REDACTED], are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired. Author's Note: Functionally the same as the Allied Shipyard. Flak Cannon ARMOR: Steel COST: 1000 POWER USED: 50 PURPOSE: Base Defense The Soviet Flak Cannon is a basic form of defence against aerial units. It is extremely effective against all Allied air units, including Rocketeers. Author's Note: Your stationary AA defense for the Soviet tech tree. Service Depot ARMOR: Wood COST: 800 POWER USED: 20 PURPOSE: Repairs units During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit. Author's Note: Identical to the Allied version. Tesla Coil ARMOR: Steel COST: 1500 POWER USED: 75 PURPOSE: Base Defense A powerful base-defence against all ground units, the Tesla Coil attacks with a powerful bolt of electricity. Unlike other base-defenses, a Tesla Coil can be charged by Tesla Troopers, and will remain active even if the base loses power. Author's Note: All hail the mighty Tesla Coil. It doesn't feel as strong as Red Alert's version, but that doesn't make these any less desirable for your base. Battle Lab ARMOR: Wood COST: 1500 POWER USED: 100 PURPOSE: Unlocks higher tech levels Many of the more advanced Soviet units and defenses depend upon additional technology found only at the Battle Lab. To create the Soviet special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Soviet base. Author's Note: So similar to the Allied Battle Lab that the manual uses the wrong building image for the manual. (This is also repeated for the Barracks) Nuke Silo ARMOR: Concrete COST: 5000 POWER USED: 200 PURPOSE: Superweapon The ultimate weapon in the Soviet arsenal is the Nuclear Missile Silo. Once built, the Nuclear Missile Silo creates a huge nuclear missile that can be used to cause incredible devastation in the chosen area. Additionally, the aftermath of the missile leaves radiation that will kill any infantry units in the area and will damage lightly-armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the shroud above the device is removed for all players. Author's Note: The first Soviet superweapon, the Nuke. This doesn't mess around. Large explosion, subsequent radiation; it will blow up and melt anything in its way! Two-key security lock not included. Nuclear Reactor ARMOR: Concrete COST: 1000 POWER PROVIDED: 2000 PURPOSE: Provides Power The Soviets have solved the problem of needing additional Tesla Reactors by developing the Nuclear Reactor. This large building puts out the equivalent of many Tesla Reactors, supplying the Soviet commander with virtually all of the power he will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion, and creates fallout that will kill infantry and lightly-armoured vehicles. Author's Note: The ultimate power generating structure, the Nuclear Reactor can easily supply all your needs. While they are large and slightly vulnerable, they are easy to build and removes any real limitation on accumulating Tesla Coils, outside of cost. Iron Curtain ARMOR: Concrete COST: 2500 POWER USED: 200 PURPOSE: Superweapon A fascinating piece of Soviet technology, the Iron Curtain allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain will make all structures and units in a small area completely invulnerable to attack. Invulnerable units cannot be attacked by Terror Drones, but can still be mind-controlled. The force of the Iron Curtain will kill any infantry units it is used on. In this way, it can be used against enemy infantry as a weapon. When the Iron Curtain is built, all players are notified and the shroud above the device is removed for all players. Author's Note: Capable of rendering any mechanical unit invincible for a short period of time, it allows an offensive to become a breakthrough. Also makes a nice bug zapper against any infantry caught within its effect. Psychic Sensor ARMOR: Concrete COST: 100 POWER USED: 50 PURPOSE: Pseudo-Radar Soviet research into psychic phenomena has resulted in the Psychic Sensor. When deployed, this device allows you to see the orders given to any enemy units planning to attack any friendly units or structures within the device’s radius. When built, the sensor shows the attack target when the target is within range of the Psychic Sensor. Author's Note: Displays movement lines for any unit attempting to move near the Sensor, it allows a pseudo-precognition ability for the Commander. Cloning Vats ARMOR: Wood COST: 2500 POWER USED: 200 PURPOSE: Overpowered Tech A unique piece of Soviet technology, the Cloning Vat allows you to duplicate any infantry unit you create with your Barracks for free. Once you have built and placed a Cloning Vat, any unit you create in your Barracks will also produce an identical unit at the Cloning Vat. Author's Note: Absolutely broken! Quickly flood the map with Conscripts, Dogs, Tesla Troopers, and Yuris, to eliminate your opponents. Jobbo_Fett fucked around with this message at 00:33 on Oct 15, 2020 |
# ? Apr 1, 2020 20:53 |
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Tutorial 01: Basic Training https://www.youtube.com/watch?v=vloVi__G7Wo Basic Training The year is 197X. Years after the Soviet-Allied war of the 1940s and 50s, Europe, and the world at large, has recovered from the devastation caused by the numerous nuclear strikes and general activities of war. The United States has remained a powerhouse of production, helping many of its allies to jumpstart their economies and return to their pre-war states. The Americans did more than help allies, however, and used the defeat of Soviet Russia to install their own puppet regime under the head of the Romanov family. The Americans also played a vital role in helping the Russian economy recover. TOP SECRET Location: Top Secret (Likely Fort Hunter Liggett) Objective: Follow orders to complete your basic training. Briefing: This is your basic training. Listen to your Sergeant and do as he tells you. Author's note: An alright set of missions. Not much to really say, other than maybe adding some vehicles would have been appreciated. Name: Unknown Aliases: None Affiliation: Allies Occupation: White House Aide Voiced/Played by: Ann-Marie Lazaroff Aide to the President of the United States of America. Name: President Dugan Aliases: None Affiliation: Allies Occupation: President of the United States of America Voiced/Played by: Ray Wise President of the United States of America. Helped install Premier Romanov in Soviet Russia. Name: Ben Carville Aliases: General Thorn Affiliation: Allies Occupation: Leading General of the US Forces. Voiced/Played by: Barry Corbin Top military official for the United States of America's armed forces. Reports directly to the president. Name: Unknown Aliases: None Affiliation: Allies Occupation: Command Center Technician Voiced/Played by: Justin Bloom Technician working at Gen. Carville's command center. Name: Unknown Aliases: None Affiliation: Allies Occupation: Command Center Technician Voiced/Played by: Beau Hopkins Technician working at Gen. Carville's command center. Name: Alexander Romanov Aliases: None Affiliation: Soviet Occupation: Premier of the Glorious Soviet Union Voiced/Played by: Nicholas Worth Premier of the Soviet Union. Name: Yuri Aliases: None Affiliation: Soviet Occupation: Aide/Confidant to the Premier of the Soviet Union [Unconfirmed] Voiced/Played by: Udo Kier Aide/Confidant to the Premier of the Soviet Union. Name: Unknown Aliases: None Affiliation: Allies Occupation: Missile Silo Operator Voiced/Played by: Nate Bynum Missile Silo Operator at [REDACTED] missile site. Name: Gerry Boyd Aliases: None Affiliation: Allies Occupation: Missile Silo Operator Voiced/Played by: Rick Cramer Missile Silo Operator at [REDACTED] missile site. Killed his partner and betrayed his country, possibly due to influence by Premier Romanov's Aide. GI RANGE: Short ARMOR: None WEAPON: Colt 1911 / M60 Machine Gun COST: 200 The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker. Left-clicking on a selected GI unit will cause him to deploy into a heavy machine gun platform which offers increased range and power, but no ability to move. Left-clicking again undeploys the GI. Author's Note: Your generic infantry, their low cost and power can be deadly if massed in sufficient numbers. They should be used cautiously as they lack durability. Of note, they can deploy into a sandbagged position, extending their range, and increasing their Rate of Fire (ROF) Mobile Construction Vehicle (MCV) RANGE: None ARMOR: Heavy WEAPON: None COST: 3000 As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site. Author's Note: The most critical unit in any army, the MCV must be protected at all costs. It is deployed into the Construction Yard, which allows the commander to produce everything from buildings to units. Chrono Miner RANGE: None ARMOR: Medium WEAPON: None COST: 1400 The heart of your economy is the Chrono Miner, a small vehicle that collects Ore and returns it to your Refineries. This Ore is then converted into money, which allows you to produce units and structures to increase your power. When travelling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of Ore, the Miner “chronos” back to the Refinery, much like a [REDACTED] moves across the map. This saves considerable time in getting the Ore into the refinery. Author's Note: Second only to the MCV, the Chrono Miner is vital to any economy, and protecting them should be the first objective for any aspiring commander. Luckily for the Allies, the chrono capability of the miner allows it to instantly teleport back to its home refinery when carrying a full load. Construction Yard ARMOR: Concrete COST: N/A POWER USAGE: NONE PURPOSE: Produces Structures The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building. Author's Note: It produces other buildings, keep this alive at all costs. Power Plant ARMOR: Wood COST: 800 POWER USAGE: 0 POWER PROVIDED: 200+ PURPOSE: Produces Power While a few of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. That’s the function of this structure. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. Power Plants are physically weak and critically important, so keep them well guarded. Author's Note: The power plant is absolutely required for a base to run properly. Production may slow down or stop altogether should the commander be experiencing low power. Ore Refinery ARMOR: Wood COST: 2000 POWER USAGE: 50 PURPOSE: Provides Income Your Chrono Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission, and will often want several. Make more Miners and Ore Refineries to make more money. Author's Note: Chrono Miners bring their ore loads back to the refinery for processing, which in turn generates income for the commander to spend on units or structures. Barracks ARMOR: Steel COST: 500 POWER USAGE: 10 PURPOSE: Trains Infantry The creation of all infantry units from the basic GI to the advanced [REDACTED] is performed at the Allied Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks. Author's Note: Your basic structure allowing you to produce infantry. Having multiple barracks will speed up production of infantry. Jobbo_Fett fucked around with this message at 01:53 on Apr 2, 2020 |
# ? Apr 1, 2020 20:53 |
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Hell yes, the time has come: the best C&C game! I will die on this hill!
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# ? Apr 1, 2020 21:11 |
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This is the game you introduce people to RTS games with. 10/10 presentation, great gameplay and an absolute banger of a soundtrack.
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# ? Apr 1, 2020 21:21 |
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Chronische posted:Hell yes, the time has come: the best C&C game! I will die on this hill! I will die by your side.
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# ? Apr 1, 2020 21:28 |
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Not my personal favourite, but I just cannot resist Nick Worth hamming it up.
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# ? Apr 1, 2020 21:32 |
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Finally, Command and Conquer is good.
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# ? Apr 1, 2020 21:36 |
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RA2 probably has the strongest start in the entire franchise. Just show the intro to anyone brand new and that's either selling them on it completely or demonstrating you need new friends. one thing, Jobbo, I thought GIs could be run over even while sandbagged, it's just hard as hell to do since mass sandbag GIs put out a shitload of damage?
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# ? Apr 1, 2020 21:42 |
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At long last we can drive friendly - the texas way. What a great intro.
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# ? Apr 1, 2020 21:44 |
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This is actually the part where I think the franchise took a turn for the worse. by the by - there's still a limit on how many units you can queue up, it's just so high that it effectively doesn't matter. Sounds seems loud compared to your voice also, but well done as usual otherwhise.
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# ? Apr 1, 2020 21:45 |
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Chronische posted:Hell yes, the time has come: the best C&C game! I will die on this hill! Second best after Generals, but a very very close second
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# ? Apr 1, 2020 21:54 |
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Slaan posted:Second best after Generals, but a very very close second Generals has...other issues pertaining to the time and audience to which it was released...which Red Alert 2 is thankfully innocent of. But yes here we are, the titan of the franchise. Red Alert 2 has a big toolbox, a solid franchise name with a proud history, and Westwood at their peak with a big-rear end cutscene budget. By now they had invested in a full in-house film studio just to film cutscenes. They knew what they had, and they played their hand superbly. If you didn't spot it in the opening post, go back and watch the video of the installation sequence again. The installation sequence. Heh heh "Oath of loyalty required to proceed". That gets me every time.
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# ? Apr 1, 2020 22:07 |
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I absolutely love playing this game, but unfortunately it had the DS9 effect on the series, in that games after it overcompensated to be more like it in terms of tone, a decision I couldn't really agree with. The games would go (without spoiling anything) from moderately serious with some camp elements to overly or even entirely campy and cartoony. But the game itself is almost perfect in how it handles its world map, the par system reacting to your achievements and how units play. Plus the music and sounds continue to be amazing.
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# ? Apr 1, 2020 22:13 |
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evilmiera posted:to overly or even entirely campy and cartoony. On the other hand, I'm happy the series made this move. I think C&C works better as batshit silly than as grim and serious, or even merely grim and serious with some comedic elements.
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# ? Apr 1, 2020 22:15 |
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Generals certainly has... Issues, agreed. Not going to go further into it because spoiler rules. I just like the gameplay slightly more than RA2. RA2 has the best cutscenes in the series to be sure
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# ? Apr 1, 2020 22:18 |
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Not sure what this "Generals" is, we've only seen Carville at this point...
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# ? Apr 1, 2020 22:45 |
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Psion posted:RA2 probably has the strongest start in the entire franchise. Just show the intro to anyone brand new and that's either selling them on it completely or demonstrating you need new friends. Damnit, I was thinking about another infantry. Thanks for pointing that out!
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# ? Apr 1, 2020 22:47 |
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Jobbo Fett posted:Not sure what this "Generals" is, we've only seen Carville at this point... Just wanted to say I'm intentionally channeling you in my thread vis a vis spoilers. You and a couple others who I've observed try to run such threads and the issues inherent with it. Thanks for being my mentor :P
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# ? Apr 1, 2020 22:51 |
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Strategic Sage posted:Just wanted to say I'm intentionally channeling you in my thread vis a vis spoilers. You and a couple others who I've observed try to run such threads and the issues inherent with it. Thanks for being my mentor :P Thanks I gotta say that I extend that same thanks to everyone who is respecting the rule, for others who don't know future events.
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# ? Apr 1, 2020 22:56 |
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While some may say Tiberian Sun is the peak, I fully think RA2 is the top of the C&C series. Every unit is fun and usable in some capacity, locations are varied and interesting, and the characters are also really fun. It seems to the the most polished and loved.
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# ? Apr 1, 2020 23:25 |
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Jobbo_Fett posted:Not sure what this "Generals" is, we've only seen Carville at this point... It's a later game in the c&c series. You even mentioned it in the op! See there it is in the bottom right. seriously though, I'm glad you shut down people flirting with spoilers on a game we haven't even gotten to yet.
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# ? Apr 1, 2020 23:57 |
Strategic Sage posted:This is actually the part where I think the franchise took a turn for the worse.
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# ? Apr 2, 2020 00:04 |
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This is the C&C game I've played the most. I remember a lot of it, so it's going to be an interesting change of pace being pretty familiar with the subject for once.
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# ? Apr 2, 2020 00:10 |
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anilEhilated posted:I agree although I will probably end up being the only one person to defend RA3 when we get there in a couple years. I'll happily defend it. RA2 was the first C&C game I ever played, and it took me a while to realize that anyone treated the series with any kind of seriousness.
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# ? Apr 2, 2020 00:23 |
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Jobbo_Fett posted:
Looks like the declassification agents missed one. If you have read the previous message and DO NOT meet the classification requirements, please check in to [REDACTED] for appropriate memory modification procedures at the earliest opportunity.
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# ? Apr 2, 2020 00:26 |
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Jobbo_Fett posted:Damnit, I was thinking about another infantry. Yeah I thought it was the other one as well. God the art direction in RA2 still holds up. It's just such an easy game to read compared to a lot of RTS games due to the palette. I am really hoping this one gets a remaster after the C&C1 and RA1 ones. It's the one most deserving (with TibSun being a very close second of course.) Coincidentally these are also the two with the most issues on modern systems (though fan patches exist and work pretty well.)
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# ? Apr 2, 2020 00:27 |
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keseph posted:Looks like the declassification agents missed one. If you have read the previous message and DO NOT meet the classification requirements, please check in to [REDACTED] for appropriate memory modification procedures at the earliest opportunity. I caught the other one too, how did I miss that one!?
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# ? Apr 2, 2020 00:49 |
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I hope they do that also, because while I'm likely going to pick up C&C1/RA1 for nostalgia factor, I genuinely want RA2/TibSun remasters.
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# ? Apr 2, 2020 00:51 |
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I assume that they'll see how RA1/TD do and then go from there.
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# ? Apr 2, 2020 00:53 |
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Btw the premier addressed the bald guy as "Yuri" in the intro, so it's fair to assume his name is Yuri. You got him as name unknown.
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# ? Apr 2, 2020 01:50 |
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Dabir posted:Btw the premier addressed the bald guy as "Yuri" in the intro, so it's fair to assume his name is Yuri. You got him as name unknown. But is it his real name?! (Probably; thanks!)
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# ? Apr 2, 2020 01:53 |
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Dabir posted:Btw the premier addressed the bald guy as "Yuri" in the intro, so it's fair to assume his name is Yuri. You got him as name unknown. that's just what Romanov WANTS you to think! He's considering his LEGACY!
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# ? Apr 2, 2020 01:57 |
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To my mind, RA2 is where the C&C series starts getting polished enough to be worth playing.
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# ? Apr 2, 2020 02:57 |
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I have so many fond memories of this game. Right from the outset, you can see how many lessons they learned from TibSun: There's some terrain variance/ramps/deformations but it isn't so wildly overblown as to be obnoxious. Character models are much clearer and move more smoothly. Unit movement doesn't feel glacial like it did in TibSun. Others have commented already, but the units just ooze personality in a way that makes all of them memorable. A lot of this comes from audio choices that you would easily miss: in the first gen, there were only 2 or 3 sets of voice lines for all units and while TibSun added a bunch more, they weren't nearly as crisp and distinct as they are in RA2. Even the basic GI yells "Ooh-rah" to acknowledge an order that is in-character and distinct from every other unit in the game. The intro implies a lot about the outcome of the first game, but I'll hold off on really saying too much there until Jobbo has a chance to speak his piece and start the first real campaign missions. The Chrono Miner we see gives a nice impression of how the Allies have leaned into their technology in the intervening years since the first game, and I remember having a huge "WTF! That's insanely OP!" reaction the first time I saw it. The infantry garrison mechanic isn't totally novel, but it adds a nice extra layer to the map interaction where it encourages you to react and adjust your unit composition as you push forward or set up defensive points.
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# ? Apr 2, 2020 03:07 |
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This game is my absolute favorite of the series. I feel this game is the pinnacle of what a C&C game is.
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# ? Apr 2, 2020 05:03 |
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Psion posted:that's just what Romanov WANTS you to think! He's considering his LEGACY! I don't give a wooden nickel about his legacy!
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# ? Apr 2, 2020 05:47 |
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Ah, here we go. My second favourite C&C, sitting between [REDACTED] and [REDACTED]. It is my absolute favourite intro though. It sets the stage so very well, and Hell March 2 starting up as the shadow falls over the statue of liberty is just
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# ? Apr 2, 2020 06:06 |
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# ? Apr 25, 2024 03:13 |
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keseph posted:A lot of this comes from audio choices that you would easily miss: in the first gen, there were only 2 or 3 sets of voice lines for all units and while TibSun added a bunch more, they weren't nearly as crisp and distinct as they are in RA2. Even the basic GI yells "Ooh-rah" to acknowledge an order that is in-character and distinct from every other unit in the game. One thing to note is that they did still have generic lines for a lot of units still until the expansion pack (I assume it's kosher to say that exists since it's in the header), that also added new lines to the base game units to give them more personality.
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# ? Apr 2, 2020 09:28 |