Joke Collection Website - News headlines - Red Alert Secrets! ! ! Such as forced construction!

Red Alert Secrets! ! ! Such as forced construction!

There are no cheats for Red Alert. For example, inputting "give me my money" is all a lie. What else can you do to beat the tank to the last drop of blood? If you send it to the maintenance field, it will become invincible. Yes, I believe that anyone with some conscience will not deceive us Red Alert players like this. This kind of immoral behavior should be despised.

I have been playing Red Alert for a long time and have summed up some experience and some cheats. For example, if you choose the US military when there are many people connected to the Internet, you can get Yuri Kai from the Red Army through spies and engineers. I think everyone should know this, but I found that you can continue to build it after you die;

< p> If two people choose the US military when connecting to the Internet, they will either fight quickly or fight for a long time; and now they usually play the "ice and snow" terrain, because this terrain is challenging, so fight quickly I usually conquer the world with two or three minecarts. People who play Red Alert should know what this means.

If it is a protracted war and all the US troops are selected, and only you and one of them are left behind, everyone will still have a lot of tanks, so the attacking side will suffer a loss. You can put the tanks first Gather at someone's door, and then use American paratroopers to throw a rift generator where the tanks are gathered so that the opponent cannot see your tanks. In this way, the opponent's tank advantage will be lost when the opponent is under the rift generator, and they will be stronger than the opponent. It won't be long before you can safely use this trick.

Of course, you can also use Grizzly tanks and anti-aircraft tanks together to destroy the opponent's minecarts first. It would be even better if you put a few overtime air troops on the American anti-aircraft vehicles.

One more thing you should know is that quick combat is about speed. When building a building, you can place it in a dark place to increase the speed.

Some people also say that holding down the A and S keys at the same time will make it faster. I think it is about the same. There is also a famous saying about victory in all war games, that is, you must understand the opponent's situation in order to be invincible in a hundred battles.

Red Alert actually does not have any cheat codes. It relies on actual combat experience. Only by contacting a lot of masters can we make progress. I am fully aware of this. This is fundamentally a reflection of a person's overall quality. Red Alert is a highly tactical game that requires high tactical literacy.

1. Soldiers are valuable and quick to open up the world: investigation is always the first priority. It is necessary to explore the surrounding environment immediately, especially the opponent's activity area. Is there a commanding height where one man can guard against anyone else? Wherever there are mineral deposits, oil plants, airports, hospitals, maintenance stations, science and technology museums, and buildings, we can be confident and not fight unprepared battles. Time is of the essence, and being one step behind your opponent may mean falling into passivity, especially when there is a battleground between the two sides. Of course, it's equally important to try to disrupt your opponent's detection. Being blind and working behind closed doors without knowing who your opponents are is definitely a sign of a rookie. The United States should not rely on spy satellites. In a fierce war, how can it allow such a waste of time and money?

2. Know yourself and the enemy, and make reasonable arrangements: The master knows the technical and combat characteristics of his men well, knows how to combine various types of capable troops in a targeted manner, and understands the characteristics of the opponent's country and the tactics it may adopt. All arms and facilities in Red Alert have their uses. If you find any of them useless, it just means you don't know its strengths. The master's economic and military skills complement each other. The order in which each facility is deployed, how to quickly drive the mine to the mining area and prevent the opponent from attacking...the arrangement is very scientific and reasonable. The master's money always flows in a steady stream, and the income is continuously turned into productivity, and every soldier and every soldier will get their own place, forming a virtuous circle. Otherwise, even if the country is extremely wealthy and has no power to fight back, it will be in vain if a small group of invaders can do whatever they want to destroy the home.

3. Flexibility and coherent thinking: The minds of masters are very flexible and eclectic, adapting to the situation. Or attack the mine carts to cut off your money, or destroy the high-tech power plant to gain time, or use the radar to cover our offensive... There is no sure way to move. If one move is ineffective, there will be another move, and every move will never leave the back of the head. There are those who draw firewood from the bottom of cauldrons, those who shed golden cicadas from their shells, those who strike grass to scare snakes, those who lure tigers away from mountains, those who make noises to the east and attack those in the west, those who wait for work at ease, those who secretly cross old warehouses, those who want to capture, those who make things out of thin air, and those who cross the sea to deceive the sky. They move like rabbits, with false and true figures corresponding to each other. Attackers with three heads and six arms are constantly coming up, making some gains here and gaining some results there, leaving the opponent unable to defend himself.

Masters generally don't choose to have a decisive battle where both sides develop independently without interfering with each other. That would be too dull and protracted and would not fully reflect their talents. Those who don’t know how to adapt to the situation cannot win the red alert.

4. Be aware of every detail and have a strong view of the overall situation: Experts are aware of every move of their opponents, and their strategic intentions are already in their minds. As long as there is any trouble over there, we can immediately eliminate it. Any weakness or slight movement of the opponent will be caught immediately and he will pay a heavy price. The master's punches and kicks hit the opponent's painful areas, causing the opponent to continue to be injured until he collapses completely; it is not the master's business to be short-sighted and lose the big due to small things.

5. Mental toughness and prompt decision-making: Experts have strong nerves and can act swiftly and resolutely, without being disturbed by unexpected events, and can withstand strong winds and waves. Even in extremely unfavorable situations, they will analyze calmly, quickly formulate steps to gather strength, disrupt the situation, and make a desperate effort to win.

Of course, actual combat experience and proficient control are also necessary elements for good results; but that is not the most important, and it is not closely related to tactical literacy. I won’t talk about the specific operations. I have very little actual practice and am not considered a master, but I do have some insights. Games are also life, and only the benevolent can be invincible. Don't cheat, cheat, or steal. If you really can't beat, just admit defeat. A master must behave like a master. Besides, the most important thing about games is happiness. What everyone needs most is entertainment and making good friends. Those who are open-minded, curious and enterprising will also improve step by step. Learning Sun Tzu's Thirty-Six Strategies in the Art of War, modern tactics, new weapons, etc. will of course also promote red alert.

"Tank War Micro-Operation Tactics"

Before starting the full text, let me ask a question:

In Red Alert 2, two companies fight for tanks, A Family B has 20 tanks, and Family B has 18 tanks + 5 dogs + 6 conscripts. Both parties have no mistakes in control. Whose

has a better chance of winning?

I think friends with a certain level of skills will answer without hesitation: B can definitely win.

The key to this problem is that the total price of both troops is 16,000 yuan!

There is a red alert proverb: A master leads an elite soldier. Many friends also have this experience: the same troops cannot defeat the masters, as if their soldiers are particularly good at fighting.

In fact, you can also have elite soldiers. This article is to tell you this!

This article is aimed at intermediate and advanced players, and will be helpful for beginners to understand the ideas of experts. Criticisms and corrections are welcome.

① Comparison of military strength

This section compares the capabilities of each main force.

1-1 The main force of the coalition forces

Main battle tank: Rhino tank HP400, fire rate 3.3, kill 90

3-star Rhino tank HP600, fire rate 2 , killing 170

Ability analysis: Rhino is characterized by a stable foot, strong attack power, and relatively slow speed

MVP unit: Apocalypse Tank HP800, rate of fire 5.3, killing 100

p>

The 3-star Apocalypse Tank has an HP of 1200, a rate of fire of 3.2, and a kill of 200.

Ability Analysis: The Apocalypse Tank is also the most valuable unit (MVP) in the entire Red Alert 2. It can conquer the sky and the earth. And it has strong lethality

1-2 Allied main arms

Main battle tank: Grizzly tank HP300, fire rate 4, kill 65

3 star gray Bear Tank HP450, rate of fire 2.4, kill 110

Ability Analysis: The Grizzly Bear is characterized by fast movements, but an unstable base and weak attack power

MVP Unit: Prism Tank HP150, rate of fire 6.5, kill 65

3 Star Prism Tank HP225, rate of fire 4, kill 150

Capacity analysis: The attack, defense and speed of the Prism Tank are not outstanding, but the range is very It is far away, and the light can be reflected when hitting the enemy. It is a long-range unit

1-3 Overview of Arms

Each main unit is the main role in tank warfare, and their various abilities should Be familiar with it, so that you can adapt to local conditions and fight well.

② Auxiliary arms

In this section, learn about the following auxiliary arms and their characteristics

2-1 Coalition

Dog (price 200)—— Dogs are mankind’s loyal friends

The only animal type in Red Alert 2 is the dog (the squid is a machine). The dog has a wide field of vision and is flexible. In the early stage, its main role is to explore the path, and in the later stage, it is used in tanks

Attract the opponent's firepower during the battle.

Spider (price 500) - scary~so scary! !

Spiders are flexible and fast, but have narrow field of vision and low HP. In the early stage, they are mainly used to harass the opponent and prevent stealers. In the later stage, they can sneak attack the opponent's rear wing troops in tank battles

.

Mobilized troops (price 100) - a cheap and high-quality unit

Mobilized troops move slowly, but they can effectively attract the opponent's firepower and stand between their own tanks and the opponent's tanks. Soldiers can attract the opponent's firepower even after the opponent has already clicked on their own tank

.

2-2 Allies

Flying troops (price 600) - quick reaction troops

Flying troops are very useful and can force the opponent to send out air defense troops , and can tear through the opponent's defense system through rapid pulling, providing convenience for the main force's attack

.

Private (price 200) - Once you let me squat~ Hehe!

The soldiers who are not crouched are equivalent to the conscripts, but once they are crouched, their attack and range are doubled, and they can effectively attract the opponent's firepower.

③How to play tank battles

This section introduces the main methods of tank battles

3-1 The number of auxiliary units and MVPs

< p>The value of auxiliary troops should be no less than 5% and no more than 15% of the price of all offensive troops. Generally speaking, a more formal combination is: 18 tanks + 5 dogs + 8 mobilization troops, whose attack power can defeat a single tank of about 23 tanks.

In addition, about 5% of the offensive force can use some non-main force units, such as allied vehicles and coalition anti-aircraft personnel carriers.

You should keep in mind that it is better to create fewer main arms than no auxiliary arms.

In the middle and late stages, you should pay attention to the use of MVP troops. Apocalypse tanks can be used as core troops, and their number should not exceed 10% of the total value of the troops; Guangling tanks can be deployed behind the main tanks, with certain auxiliary arms and For repair vehicle protection, its quantity should not exceed 30% of the total value of troops

.

3-2 Coalition Tank Battle

Routine 1:

The tanks are divided into two teams, the small team is about 7 vehicles, and the other team is the main team. Then place the dogs and conscripts between the two teams.

When fighting, first use a small group of tanks to rush to the opponent's tanks, then retreat, and the main force and auxiliary units will move forward.

The characteristic of this style of play is to attract changes in the opponent's tank formation, then use auxiliary units to attract the opponent's firepower, and use the main force to divide and surround the opponent's troops.

Routine 2:

The tanks are divided into two brigades, occupying the left and right wings respectively. Use personnel carriers in the middle to bring auxiliary units such as magnetic stormtroopers and spiders to rush into the opponent's position, and then two Wings

The team followed up and dragged them from both wings.

The characteristic of this style of play is to attract the opponent's firepower to the middle, and then conduct mobile attacks from both sides.

Overview:

There are two key points in coalition tank warfare, one is detachment, and the second is dragging. This is because the bottom of the coalition tanks is stable and can effectively break up the opponent's formation.

3-3 Allied Tank Battle

Routine 1:

Group the tanks into a triangle, then put dogs on both wings, and deploy soldiers in front, it is best There is a repair vehicle in the middle of the formation.

During the battle, the soldier brother and the little dog go up first, and then the tanks advance. Be careful to ensure that the formation is not destroyed.

The purpose of this style of play is to attract and disperse the opponent's formation, and repair your own injured tanks while attacking.

Routine 2:

A combination of flying soldiers, dogs and tanks.

The flying soldiers will go up first, and after the opponent's air defense troops arrive, the dogs and tanks will go up together. When it is confirmed that the opponent's air defense is weakened, the flying soldiers will go up again.

The characteristic of this style of play is that it has a clear purpose, taking advantage of the Allies' mobility and air force to attack. It is best to have a repair vehicle behind the tank.

Overview:

There are two key points for the Allied forces: first, pay attention to the stability of the formation, and it is best not to separate into teams; second, make reasonable use of repair vehicles and air units.

3-4 About stealing during war

I strongly advocate multi-directional attacks, but I do not advocate stretching the front too long.

When fighting, unless the opponent's rear is very empty or you are absolutely confident and sure of your control, you should focus your energy on directing the battle.

You should not do petty theft.

3-5 About "walking tanks"

Drag tanks during a war to encourage them to move and attack, commonly known as "walking tanks".

You should move tanks under two circumstances:

1. The opponent no longer has auxiliary units that can effectively attract firepower, and the formation is relatively concentrated;

2. The opponent no longer has auxiliary units that can effectively attract firepower, and our own tanks have slightly more tanks.

Tanks should not be walked under the following circumstances:

1. The other party is a coalition force, your own is an allied force, and both sides have equal strength;

2. The other party has the ability to effectively Auxiliary units that attract firepower;

3. The opponent has an obvious detachment and has the intention of moving tanks. At this time, you should focus on attracting the opponent's firepower.

Notes when walking a tank:

1. You should attack the opponent’s weak points and try to break up the opponent’s formation;

2. If the opponent’s formation If the formation is concentrated, teams should walk past from the periphery.

3-6 Regarding the rotation of wounded troops and turrets

Wounded troops refer to "yellow blood" or "red blood" troops, and these troops should no longer be on the line of fire. If it is an allied force, repair vehicles should be deployed on the rear wing to remove the injured troops for repairs in a timely manner. If it is an allied force, the injured troops should be placed behind and protected by auxiliary units.

The retreating troops should also participate in the attack, just to provide fire support from the final position.

Tanks often rotate their turrets when moving or encountering auxiliary units. Such rotations should be avoided and utilized. When retreating the injured troops

, they can be allowed to attack the opponent's auxiliary troops, while the attacking troops should try to avoid getting close to the opponent's auxiliary troops because of an idle turn

It's equivalent to a blank shot, and it's not just time that's lost. Similarly, one's own main tanks and auxiliary units should be deployed on both sides of the opponent's tanks, so as to effectively attract the opponent's firepower and delay the opponent's artillery fire.

④Conclusion

How big is the gap between masters and super-first-class masters?

Tiny, but like a mountain. This mountain is the control of tank battle!

Many friends lamented after playing against the masters of the Ranger: They didn’t think he was scary when he was developing, but they realized how scary he was as soon as the troops from both sides came into contact.

To become a true super master, you must first practice tank warfare.

Answer: Kindergarten Head-Manager Level 4 3-14 15:34

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Yuri's Revenge Mission Strategy

Time Dislocation in the First Level

Location: San Francisco, California

Mission 1: Occupy the power plant to provide power for the time machine.

Mission 2: Defend the time machine.

Mission 3: Destroy the mind controller in Alkchuoz.

Mission introduction: Yuri is about to activate his mind controller on Devil's Island in San Francisco. Our only chance now is to use the time machine provided to us by Professor Einstein to go back in time and wait until it is completed. Stop him before a worldwide network of mind controllers.

This level is an introductory mission, which is relatively simple. After entering the mission, there is not enough power to supply the time machine, so you must occupy at least four power plants, which are located at the bottom left of the map. Yuri's soldiers have occupied the houses along the road, so be careful. After occupying it with an engineer, Tanya will enter the time machine. The time machine starts and time starts to flow backwards... Stop! We have gone back to the past, but this seems to be the base of the Soviet army. The Soviet army began a large-scale attack and paid attention to repairing the giant cannon. Its extremely long range can destroy most of the Dreadnought-class battleships. At the same time, Kirov airships will appear, so it is necessary to produce a few more heavily armed soldiers to destroy the airships. Then Tanya came out of the time machine and directed her to swim across the sea to Devil's Island and blow up the mind controller to complete the task.

Level 2: Hollywood, a dream

Location: Los Angeles, Hollywood

Mission 1: Destroy all the troop recycling factories in the city.

Mission 2: Destroy all Yuri's buildings.

Mission Tips: Not all hostages are mind-controlled, and some of them may even help you in the upcoming battle.

Mission introduction: Yuri has mind-controlled people in Los Angeles and is sending them to the troop recycling factory in exchange for resources to supply his huge mind-controller project. If we can destroy these troop recycling factories, Yuri will lose a huge resource supply base.

After entering the mission, the computer will prompt you to occupy Los Angeles in the lower left corner of the map to obtain paratrooper assistance. There are four Getter cannons around it, so do not attack it in the early stage. Pay attention to Yuri's Getter tank during the battle. Allied infantry units are simply vulnerable to it. Using American soldiers to occupy buildings can play an effective defensive role. After that, using two Battle Fortresses and loading ten heavily armed soldiers, you can easily destroy the Getter cannons around Los Angeles. In the mission, Yuri has two bases, one on the upper left and one in the upper middle. After destroying all the troop recovery factories with a phantom to cover the light prism (several battle fortresses can be added at the same time), first destroy their headquarters, tank factory and barracks, and its remnants can be easily cleaned up later. However, special attention should be paid: when encountering an enemy, you should first fight the mind control unit.

Level 3 Electricity Competition

Location: Seattle

Mission 1: Destroy Yuri's nuclear bomb silo.

Mission 2: Save the giant software park.

Mission introduction: Because we have cut off Yuri's source of resources, now this madman plans to take a more direct method. He set up a nuclear bomb silo in Seattle and used it to extort money from MegaSoft and help it compile mind control software.

Our mission is to save Siatu and the Giant Soft Corporation from Yuri's nuclear bomb threat. The boss of GiantSoft (who looks a lot like Bill!) has now fallen into Yuri's hands after sending us a message asking for help. Pay attention to occupying and guarding several of our power plants. It is best to ensure the power supply of the weather controller. Each power plant must have one or two snipers mounted in infantry vehicles to defend against Yuri's mind control units and Virus sniper. Prepare a dozen tanks (including Phantoms, Grizzlies, and infantry vehicles equipped with snipers. If you have money, produce a few Prisms). First use Lightning Storm to clean up the enemy buildings and units around the nuclear bomb silo, then rush over. Clear out the nuclear bomb silos. It should be noted that the enemy's first nuclear bomb attack will blow up our tank factory. There is another tank factory in the lower right corner of the map, but it needs to be occupied so that tanks can be produced again.

Level 4: Tomb Raid

Location: Egypt

Mission 1: Destroy Yuri's biochemical reactor next to the Great Pyramid and rescue Einstein.

Mission 2: Destroy Yuri's base.

Mission introduction: Yuri has captured Professor Einstein and is trying to get him to speed up the completion of their mind controller technology. Now we must immediately rescue Professor Einstein and destroy all of Yuri's armed forces in Egypt.

Entering the mission, there is a vast expanse of yellow sand. Do a good job of defense at the beginning and quickly mobilize four tank killers to successfully withstand the initial Yuri tank attack. Using American soldiers to occupy the small pyramid above the base can greatly improve the defense capabilities of the base. After that, Tanya and several engineers can be airlifted to occupy the oil well in the lower right corner of the map, and several light prism towers can be built at the two entrances for defense.

Build a remote control center and produce more than a dozen or twenty remote control tanks (such tanks will not be controlled by Yuri's psychic units and psychic control towers), and let's go! First, clear out the power plant and Getter cannon next to the Great Pyramid, rescue Professor Einstein, and then destroy Yuri's base. If you can build a weather controller, flash lightning in his base first, and it will be easier to clean the enemy base. Easier.

Level 5: Sydney Copying Battle

Location: Sydney, Australia

Mission 1: Find and destroy Yuri's cloning center.

Mission 2: Eliminate Yuri’s remaining armed forces.

Mission introduction: Yuri built a replication center in Sydney, Australia, intending to copy and replace leaders of various countries. We must destroy the replication center at all costs before it achieves its purpose.

After entering the mission, produce three or five destroyers to meet the attack of the thundering submarine that will come soon. At the same time, pay attention to air defense on the shore. Produce some American soldiers to occupy the houses on the right side of the base. Note that many houses have been occupied by Yuri recruits, stay away from them. Then build several networked light prism towers next to the base to provide ground defense. Then build a spy satellite and a hyperspace teleporter, teleport four to five light prisms and a battle fortress (loaded with a seal and four heavy soldiers) to the back of Yuri's base, and find one far away from the mind control tower. place and start attacking. Concentrate your firepower to kill the nearest mind control tower and mind control unit first, then gradually move forward and sweep away all its buildings.

Level 6: Attack and Defend Alliance Treaty

Location: London, England

Task 1: Defend the British Parliament.

Mission 2: Destroy Yuri's base.

Mission introduction: Because the plan to clone the leaders of various countries has failed, Yuri plans to capture the real leaders. Now they (including the Soviet Prime Minister) are negotiating and signing an offensive and defensive alliance treaty against Yuri in the British Parliament Building. Our task is to protect the Parliament from being destroyed.

The Yuri Army's attack will be fully launched in seventeen minutes. We have to defend three places, namely the bridgeheads of the three bridges. The task is relatively difficult. You can first produce 20 American soldiers to occupy the two buildings on the left side of the base, so that the defense on the left side is 70% certain, and then build two light prism towers and three bunkers at each bridgehead through building extension. In this way, there is no major problem with ground defense. It should be noted that the buildings near the seaside should not be power plants. Yuri's laser UFO will cause a power outage in the base when it is close to the power plant. Build four to five Patriot missiles on each side of the middle bridge (or build a naval base to produce three or five Aegis cruisers). When Yuri's laser UFO attacks, it can be destroyed before it gets close to the power plant. . Capitol Guard Success! There are a lot of resources in the upper left part of the map. Gather funds to build spy satellites and space-time transmitters, and produce five light beams. When the mind-controlled tanks in Yuri's base attack us, send the light beam to the upper right corner of Yuri's base. Destroy the enemy tank factory as quickly as possible while the light beam is safe to prevent it from producing mind-controlled tanks again, and then, whatever...!

Level 7: The End of Yuri

Location: Antarctica

Mission 1: Build a Soviet radar station.

Mission 2: Destroy Yuri's mind controller in Antarctica.

Mission 3: Destroy all Yuri's armed forces.

Mission introduction: In the final mission, Yuri still has the last mind controller in Antarctica, which is under the full protection of Yuri's troops. Your mission is to fly to Antarctica, return the abandoned Soviet base to control, and then set up a Soviet radar station to find the exact location of Yuri's army and determine the entry point for the Allied forces. Let lightning storms and nuclear bombs bring a true end to Yuri's mind control plan.

Use airborne engineers to occupy the Soviet base, repair the buildings next to the base, produce some mobilization troops to occupy it, build a combat bunker at each entrance, and also send mobilization troops to station, and prepare defense first. . Then you can build the radar. After a while, the allied base vehicle arrives at the bottom left of the map, and there are some tanks. Immediately move forward to the bottom right, and unfold the base vehicle above the next ramp. Yuri's mind control tower and Gate Machine will be on the right. Cannon, use the beam to sweep it away. Start the initial construction and quickly build five or six anti-aircraft guns on the lower right side of the Soviet base, because soon there will be enemy laser UFOs constantly harassing you. Build three combat bunkers, three cannons, and several anti-aircraft guns or Patriot missiles in front of the allied base.

Note that the Allied base buildings should be extended toward the entry point, and some magnetic blast coils and anti-aircraft guns should be built on the cliff side. Produce a few more mining vehicles to provide enough resources for our base construction point, which basically cuts off the enemy's harassment of our rear mining area.

Special attention should be paid to: Do ??not let any land infantry units be exposed outside the building, because within the effective range of the genetic mutator, they will instantly mutate into wild orcs. If the genetic mutator has been deployed, Completed, and you must produce infantry units, then build a bunker at the exit of the barracks first! At the same time, you must always pay attention to the deployment status of the mind controller. Before its deployment is completed, you must move the vehicle unit outside a certain range of the base building, because if you have a vehicle unit, it will generally become the target of its attack, otherwise the attack target will change. into a tank factory. At the same time, because the thought waves of the mind controller also have nuclear bomb-like destructive power on buildings, moving vehicle units away can generally protect adjacent buildings from damage. You have to keep moving vehicle units (choose the ones with fast movement speed) , avoid the attack of the mind controller, you can succeed!

This is a protracted battle. Using our super weapons to defeat Yuri's super weapons is one of the keys to victory. How you fight after that depends on you!

Red Alert 2 - Soviet Army Mission Guide Chapter 1 Red Dawn

Story content: At the beginning of the story, Second Lieutenant Zofia will introduce herself, and at this time the Prime Minister will also appear to introduce herself. After a round of talking nonsense, the player will introduce his advisor, Yuri, who is one of the technology developers of our army. After a round of introduction, the Prime Minister will issue an order asking the player to attack the Washington District and crush all the allies in the U.S. capital. military and destroy the Pentagon.

Mission content:

Mission 1: Destroy the Pentagon

Average time: 00:15:00

This level is definitely Don't try too hard. Soviet soldiers are definitely cheap and good. Players can mass-produce infantry (about three to forty) at this level and then go to attack the Pentagon. There will be an Allied base along the way. However, the Israeli army In terms of combat power, it is absolutely very simple to eliminate them. After destroying the Allied base, you will find that the connecting bridge has been destroyed. At this time, several engineers will be parachuted to the player. After using the engineers to repair the bridge, you can attack the Pentagon. Moreover, when the player attacks the Pentagon, our army will send out airborne troops, and the task will of course be easily completed.

The second chapter is full of dangers

Story content: The Prime Minister was very satisfied with the player's victory, so he immediately sent the player to the coastal state of Florida to eliminate the American naval base, because this A naval base can be from New York in the north to Havana in the south, and can attack everywhere. Therefore, the player needs to build a naval base of his own there and use submarines to destroy all the Allied maritime forces.

Mission content:

Mission 1: Force landing on the beach and establish a base

Mission 2: Destroy all enemies

Average time: 00 :35:00

In this level, a troublesome general will come to support the player. He will give us some help when landing on the beach in the early stage, and then everything will have to be borne by the player. The navy recommends that the player There is no need to produce too many navy, just about five to six attack submarines. As for the army, players may wish to test the power of its tanks. When the player's attack submarine production is completed, it immediately goes to attack the Allied ships and docks, so that the Allied forces can no longer build production ships. On land, the player only needs to have about dozens of tanks and a team of infantry, and the player will Can easily destroy enemies.

Chapter 3 Big Apple

Story content: Today the Prime Minister personally presided over a parade in the country's Red Square to celebrate successive victories in the United States.

On the other hand, Yuri explained to the players his great research - mind control. As long as we have a mind beacon, we can convey the message we want to send. As long as we set up this device everywhere, we can control the Americans...

Task content:

Task 1: Occupy the U.S. Combat Laboratory

Task 2: Build and protect the psychic beacon

Average time :00:30:00

Players must be careful in this level, because it is not difficult to capture their base. On the contrary, the most difficult part is how to protect the psychic beacon, because when the psychic beacon is successfully constructed, , the Allied forces will continue to send troops to attack from the air and land. Therefore, before occupying the U.S. Combat Laboratory, the player must first ensure that our army has three to forty air defense troops and about thirty tanks, so that the player has sufficient odds of winning.

At the beginning of the mission, Yuri will give the player four very good soldiers-superpower commandos. Each of them can control an enemy, which is very helpful for early defense. When the player's army already has the above-mentioned military strength, first destroy the buildings near the "American Combat Laboratory" and wait for all the troops to arrive before sending engineers to occupy it. After successfully occupying it, the player only needs to hold on for five minutes and the task will be completed immediately. Be careful not to distract your combat power. It doesn't matter even if the base is destroyed. The most important thing is to be careful of the enemy's air force sending out to destroy the psychic beacon.

The Fourth Return to the Home Front

Story content: Although our army successfully defeated the enemy's key points in all directions, the Republic of Korea launched an offensive against us at this time. Their Korean fleet was near Vladivostok. Landing and preparing to attack our country's territory...

Mission content:

Mission 1: Build a base to defend our country's territory

Mission 2: Annihilate all enemies Army

Average time: 00:30:00

This time the enemy has a fleet of navy ready to attack our army at any time. Therefore, our army must also be well prepared to attack. It is recommended that players produce About ten attack submarines are enough. As for the enemy, their offensive will be launched from sea, land and air. Therefore, this time players need to produce and build some anti-air troops and buildings (it is recommended to produce a large number of anti-aircraft troops and anti-aircraft units). air guns, while the tank factory mainly produces tanks). It is first recommended that players destroy the enemy's navy. Although it does not pose a big threat, don't give them any chance. After destroying the navy, of course, prepare to destroy their land forces. When the player has about thirty tanks, that's it. Launch a general attack. However, if the player feels that the resources are insufficient, he may wish to occupy the upper center of the map, where there are a large number of resources waiting for everyone. In the end, it is better for the player to control the troops that launch the general attack.

Chapter 5: City of Lights

Story content: As the United States suffered successive ruthless attacks, the President of the United States asked the European allies for help from unknown places. However, various countries There was no reply to his request. At this time, it turned out that France and Germany had joined forces in Poland. However, this also left our own defenses empty, so we directly attacked Paris and used electromagnetic technology to destroy them.

Mission content:

Mission 1: Use three electromagnetic explosive infantry to magnetize the Eiffel Tower

Mission 2: Defend the Eiffel Tower from Allied attacks

Mission 3: Destroy all remaining Allied forces

Average time: 00:20:00

At the beginning of the mission, there is only one arsenal, a small group of infantry, and an electromagnetic explosion tower and four electromagnetic blasters. The player first controls the group of infantry to move to the left side of the map. There is an oil transfer platform there. However, there are tanks guarding there. Basically, the player's infantry cannot resist it. However, as long as the player captures Buildings to attack the enemy so casualties are minimized. With money, players can produce more infantry, but it is recommended that players produce three more