Red Alert 2 Rocketeer

Red Alert 2 Rocketeer 5,2/10 4098 reviews

Command & Conquer: Red Alert 2 - Time Study FAQ Command & Conquer: Red Alert 2 (PC)Time StudyDocument updated and maintained by Jason Heyes (geoffhys@optusnet.com.au)Document originally written by PyroFalkon (pyrofalkon@hotmail.com)Version 2.0bLast Update: 1 November 2002+-+ +-+ VERSION HISTORY +-+ +-+v2.0b (1 November 2003)It's been nearly a year, but unfortunately PyroFalkon's site is down for thecount. Luckily, IGN has decided to host my FAQs too, so it's all good. A newcopyright notice is the only change.v2.0a (28 December 2002)No new information, but I've changed the look of my FAQ, as well as my legalinfo. I'm now carrying my guide on my own website; you can find the URL at thebottom of the document.v2.0 (10 November 2001)Second release under a new writer.v1.0 (03 November 2000)First release.+-+ +-+ INTRO BY PYROFALKON +-+ +-+I've written two semi-popular time studies already (one on Age of Empires II,and one on its expansion pack). To continue the tradition, I've decided to makeone for my newest love, Red Alert 2.This FAQ has little fat, and a lot of meat.

The spy is an Allied infiltration infantry unit in Command & Conquer: Red Alert 2 and Yuri's Revenge. I like the concept of the rocketeer unit from Red Alert 2 and was wondering if it is possible to mod and add that sort of unit into Red Alert 1? Would be very awesome!! Thanks and let me know.

There's no review, no fluff talkaside from this section and my disclaimer. I give you the info you need, andthat's that.I assure you that this time study can't and won't help you if you're a newbie.Check out NVarkovsky's fantastic FAQ for detailed info on missions and units ifyou're starting out.

This FAQ is for the vets, especially those who frequentlyally. Using this, you can accurately give your allies information on how longit'll take before you ready your army, or navy, or whatever.I won't go into the tech tree or what the units do. I'm going to assume youknow the game well enough that you don't need to question 'what's this?' Everyline.+-+ +-+ THE NEW WRITER +-+ +-+I'm not as interested in Red Alert 2, or PC games as a whole, as I once was.This FAQ was never updated in over a full year, which is simply something thatshould not happen. As such, I'm turning the FAQ over to Jason Heyes. You'llstill be able to get it from my website and any other website that you've beenable to get it from before; I simply won't be updating it or answeringquestions on it.

Everything from the end of this section are his words andtimings, not mine.My thanks go to everyone who wrote me an e-mail complementing or condemning mefor writing this; and my thanks go to everyone who read it, whether they wroteme or not.Okay, enough talk. Take it, Jason.+-+ +-+ INTRO BY JASON +-+ +-+The following study is intended for the elite class of commanders. To theaverage novice the information presented here will have little bearing. Thepurpose of the study is to help experienced commanders broaden their strategicvocabulary so as to give them an edge, a slight advantage over their humanopponents.+-+ Time as a Strategic Element +-+Just as all commanders must work within the limits of the battle arena theymust also work within the restrictions of time.

Most commanders take the notionof time for granted. Few go further.To better appreciate the importance of time we should consider two verydifferent types of commanders: offensive and defensive.Offensive commanders are those who employ 'rush' based tactics. They appreciatethe importance of time because they waste none. The best of these commandersdon't act prematurely though, they act when the time is right.Defensive commanders are also aware of time but their appreciation is differentto that of the offensive commander. Some prefer to draw a game out to one finalbattle which determines success or failure.

Alert

TIBERIAN DAWNStructuresUnitsOtherWESTWOODONLINECNCWORLDRED ALERT 2ALLIED UNITSGI - Cost: $200The GI is the main allied infantry unit, and is the best all round infantry unit available. GI's can be built quickly and cheaply, and can inflict a reasonable amount of damage considering their low cost. The GI can be deployed, offering a heavy machine gun and sandbags for slightly more protection.

In this position, the GI can inflict substantial damage, especially against advancing infantry, and even tanks and structures, but it cannot move.Engineer - Cost: $200Engineers are unarmed infantry units, but offer a wide array of strategic options in battle. One engineer has the potential to capture a building, and can be used to destroy or repair bridges by entering the bridge hut. Engineers can also repair your own buildings by entering them, and restoring them to full health. They can also capture the neutral technology buildings such as oil derricks. However despite these advantages, engineers are reasonably slow and very vulnerable and need to be protected.Rocketeer - Cost: $600The Rocketeer is the airborne version of the allied GI, and uses a powerful machine gun to attack both ground and air targets. However it should be noted that the short range of the Rocketeer means it can only fire a few shots at aircraft before they are out of the range, inflicting only minimal damage. It can easily be shot down by enemy AA fire.

The Rocketeer costs substantially more than the standard GI, but its speed makes it an excellent scout.Spy - Cost: $1000The Spy is the master of stealth on the battlefield, and like the engineer, is an unarmed unit who can boost your tactical options in battle. When purchased, the spy exits from your barracks and will be recognised by the enemy, and attacked. In order to best use the spy, select the unit and then left click on an enemy infantry unit. The spy will then disguise himself as the enemy unit, and will not be attacked by your enemy's infantry, vehicles or defences. However attack dogs are not fooled by the spy, and since the spy is defenceless and expensive, avoid attack dogs.

If you manage to infiltrate your opponents base, the spy can have different effects depending on the building he enters:. Barracks: Infantry are created veteran,. War Factory: Vehicles are created veteran,.

Power Plant: The enemy will go offline for a short time,. Ore Refinery: You steal the credits contained in this refinery,. Battle Lab: You gain the ability to train a special infantry unit,. Radar/AFC: All shroud is reset for your enemy.Tanya - Cost: $600Tanya is the allied hero unit, and is the most versatile allied infantry unit. Tanya is about as fast as a typical GI, but has the ability to swim across rivers and oceans. Her main weapon is ineffective against tanks, but kills enemy infantry units with a single shot.

Tanya also has the ability to plant C4 charges on enemy structures.Attack Dog - Cost: $600The attack dog is your first, last and only defence against enemy spies sabotaging your base. Attack dogs are very cheap to produce, but are very vulnerable to attack. They are excellent against enemy infantry, they can cut down a batallion in seconds. Best used in combination with other infantry, this makes up for their lack of strength, as the enemy will attack all of your troops, and not just the attack dogs.Chrono Legionnaire - Cost: $600A Chrono Legionnaire teleports around the map instead of walking, and this means he can instantly appear anywhere on the map. However depending on the distance involved, it takes the Chrono legionnaire time to 'phase back in,' and during this period the unit cannot attack, and is extremely vulnerable to any enemy attack. The Chrono Legionnaire's weapon does not destroy units, but erases them from time.

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However this is not instant, as the Chrono Legionnaire targets the building, which then is partially erased until the attack has finished. More powerful units and stronger structures take longer to erase than weaker ones. A Chrono Legionnaire can only target one enemy at a time, and so they are best used in small groups.Chrono Commando - Cost: $2000Available once your spy has infiltrated an Allied Battle Lab. The Chrono Commando is esentially a SEAL who can Chronoshift - making for a lethal covert ops. Unit!PSI Commando - Cost: $1000Available once your spy has infiltrated a Soviet Battle Lab.

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He has the ability to manipulate one enemy unit at a time, and place C4s on structures.Grizzly Battle Tank - Cost: $700The Grizzly tank is the general all purpose allied tank. Although it is not as powerful or strong as its Soviet counterpart, the Grizzly tank is faster and so can be used for hit and run attacks. The Grizzly tank is very weak against infantry, and the best way to deal with infantry is to run 'em over! The advantage of the Grizzly tank is its low cost and quick build speed, and so they are best used in groups.