Tips and cheats specific to the Allied forces.

a1.01 Tech centre and GPS is the second best advantage the Allies have over the Soviets (the first being the Allies speed). Make sure you use it later in the game when you have a nice tank force. Always build 2 tech centres as they are the number one target for your enemies.

a1.02 Build an APC and 5 engineers, them start building a barracks and a Tanya, but put them on hold at 99% complete. Drive the APC into the enemy base and get the engineers into one of the enemies' vital buildings. Then deploy the barracks and make it primary building, then complete the Tanya and build another. Also start building turrets to defend the barracks. Use Tanya to blow up as many buildings as possible.

a1.03 Build 1 APC and 5 Tanyas. Load them up and drive them (or ship them in a transport) into the enemy base - be careful to avoid tanks and base defences, or destroy them first. Unload and blow up as many buildings as possible.

a1.04 When you infiltrate a sub pen with a spy you get a sonar pulse charging. Once charged release this and it shows you all the subs on the map.

a1.05 If there is a path in the sea between your base and his, build a small navy consisting of 2 cruisers and an escort of about 4 destroyers and one transport. Group them all into one squad and put them in formation. This will allow them to move at great speed and cause mass destruction in the enemy base. The destroyers provide antiaircraft defence and anti-sub defence for the fleet.

a1.06 For base defence build small groups of turrets and pillboxes. Use 3 turrets with one camo pillbox in front of them. Several of these small defences around the entrances to your base will cause a nice about of damage to enemy tank rushes. Make sure they do not block the paths completely so your troops and ore trucks can pass. When he does attack keep your tank force behind these defences and attack the enemy tanks as they come through.

a1.07 Thieves steal half of your enemies' money from his ore silos and refineries when you move them inside.

a1.08 Naval transports can carry up to 5 units. One tip would be to fill 5 APCs with 25 men, then load the full APCs into a transport. When they arrive you have 30 units, 25 men and 5 APCs

a1.09 To find enemy subs select a destroyer and move the cursor over the sea patches on the radar, when it changes to an attack cursor and there is no enemy dot on the screen, it's a sub.

a1.10 To your enemy one of your spies looks like one of his riflemen, the only way he can tell is that he cannot select a spy. Use spies to infiltrate enemy radar, war factory, barracks, ore refinery and subpen/naval base. Each one gives you information about your enemy, e.g. radar shows you everything he can see, war factory shows you what unit he is building and ore refinery tells you how much money he has.

a1.11 Place a pillbox near your allied tech centre to defend it against paratroopers.

a1.12 Do not use the chronosphere to shift men or APCs with men inside as they are killed in the process.

a1.13 Cruisers are very powerful naval units, using the chronosphere, chronoshift them to some water near the enemy base, then blow up as many buildings as you can before you automatically shift back. Extra tip, blow up power plants if the enemy is Soviet to take there telsas off-line, then send a tank attack.

a1.14 Send 2 Chrono tanks against enemy construction yard, this is normally enough to destroy it.


a1.15 submitted by Nick Napier. You can chrono an MCV into an empty space next to the enemy base, have a barracks already built and a Tanya almost complete. Deploy your MCV and put a barracks next to it then make the barracks primary building (double click it) then finish Tanya. Have Tanya do what she does best and blow up some buildings. Then start building more barracks in a line into his base where ever they will fit. He will have fits trying to destroy the barracks, mean while you can make Tanya's come out which ever barracks is most suitable for mass destruction. You are not limited to barracks if you have several MCVs deployed, turrets build fairly fast and then use them to target buildings or his tanks.

a1.16 Use the Chrono tanks ability to appear and disapear to your advantage. Send 4 into the enemy ore field and kill as many ore trucks as you can before you get attacked, then chrono back. Keep an eye on the status pips of the tanks so you know when they are ready to chrono back - they won't stand much of a chance against a few tanks. Try to do this when you see his ore trucks moving a fair distance from his base, so you know you have time to charge up and chrono back after the attack before he sends help to his trucks.


Top





Get discounts or special offers on the products and services in the categories that you select on this list - free!

Join this list for emails about various topics chosen by you.

KrissWoodward.co.uk Logo and Link
©2002 KrissWoodward.co.uk. All rights reserved. Last update: 20th April 2002.
Site Design By KrissWoodward.co.uk

This site is in no way affiliated with Westwood Studios Incorporation. Command and Conquer: Red Alert, Command and Conquer: Red Alert Aftermath, Westwood and Westwood Chat are trademarks of Westwood Studios Incorporation. All other trademarks are copyrights of their respective owners.