Pages

Showing posts with label Strategies. Show all posts
Showing posts with label Strategies. Show all posts

Arena Challenge Version 2.0 ( Hard )

Hey guys i'm back with another update of the Arena Challenge i think it is the most stable one! Although you might encounter some bugs yet please make sure to report them in the comment section or by messaging me in CnCnet.

Changelog:


  • Whenever you finish the mission now it says mission complete!
  • Now each wave spawns from a different location on a different timer.
  • Added v2's.
  • Upon building Airfield or Helipad you automatically lose ( Mission Failed )
  • Added some Tesla's for the early v2 Rush ( Like seriously have you even tried to challenge yourself)
  • Waypoints are now more organized and the tanks will stutter less and most likely will not get stuck.
  • Fixed some triggers and TeamTypes and Timers to suit the challenge.
  • The AI will now Hunt you whenever you expand Left or Right.
  • Lowered the difficulty by increasing the spawn time.
  • Challenge is a little easier with new settings.


Objective and Rules:

  • Destroy the AI MCV
  • Defend you base
  • Build/Tank your way towards the AI
  • Color must be set to YELLOW
  • Dominate the map (By dominating more spots the AI will tend to split and follow you which makes it harder for you)
  • Multiple players can Team Up for the challenge but make sure to select teams before you jump into the game cause it is not possible to ally during the game.
  • Money start at 10K ( Unless you feel it is too hard for you )


Some worth info and tips to be shared:

  • Do not make a barracks cause already a GPS is set.
  • Try to manage your ore before the next wave starts it definitely help.
  • Make sure to mix building with tanking as it can help vs the V2's.


Note:

  1. You may be able to finish the challenge as fast as possible within a low time, infinite money, or even tricking the AI by exploiting or in some way to make him stuck, but the point if it is taking it up to full potential by expanding tanking building and not aiming for the win remember we play for fun and building up our skills, it is like a Player rushing another Player just to win him and not by challenging himself to win in different strategies and building up his skills. In the end this map is designed for you and only for you to enjoy and and build up your skills there is no win/lose status here just player development and more introduction to map.
  2. As you may see in the videos posted below there were different tactics used like for me i wanted to test my skills to the extreme i tried expanding and dominating the whole map which made it harder for me to manage everything, as in for Commander he have done it without a single tank which is still pretty hard to defeat countless waves by only making teslas and watching out for powers and ore and for cousinleigh well he needs to upload is video to understand his different build technique.


Later versions of the Challenge later will be posted ( Easy Mode ). Make sure to comment on what changes you'd like to see or any new features and suggestions.

To Acquire the map simply click on the links it will automatically start downloading the map, once the map is downloaded simply place into your Maps\Defense folder by default is:
C:\Games\CnCNet\RedAlert1_Online\Maps\Defense\

Restart CnCnet and host your game up.
Arena Challenge Hard Stable Release:Click Here To Download

Here are some videos of players that have finished different challenges in different test interval modes( Which was still harder at some points ), post yours upon finishing in the comments to add it to the list:



Finally I would like to thank all the players that played and finished the map and made tests so far and gave many suggestions and contributed such as [Commander-TA] cousinleigh cousinclaus and many others. And a special thanks to InaniaAiX3 for contributing in Triggers and TeamTypes and handing out some new ideas to help balance the challenge and make it more stable and for spending so much time for it.

Enjoy your challenging practice and make sure to post some comments about the content.

Cheers and happy practicing.

ORA-MaDMaN

Arena Defense Practice / Challenge

A lot of players these days tend to play the Arena map, but few have mastered their skills over the time and for the ones who are still developing their skills face one of the most common problems in location 3 which is ore management at the start. Location 3 can be a pain in the ass for a builder vs a tanker to manage his ore and defend a tanker rush especially with many entrances to protect his ore and his buildings.

Whether you are a beginner, novice pro, tanker, builder or a hybrid player and you are willing to work on your skills on the arena map or to face a challenge then this post is just for you!

A little info about the challenge:

You start at the position 3 you have 8 minutes before the attack commences to prepare yourself, basically that's how much time a builder needs to build his essential build and a little extra minute, the map is more than just a defense its almost a somehow a simulator to a real average tanker that's shifts constantly and the time intervals are somehow exact on how that tanker would expand and take time to make extra wars and refs.

Once it begins it starts to shift 3 heavy tanks from position 1 to your position for 8 minutes then it starts spawning 6 heavy tanks instead of 3, and after another 8 minutes you will be facing each wave 6 heavy tanks and 4 V2's. In between the 8 minutes periods you will need to hold the first wave, once your base is secured you need to expand and prepare yourself to double the trouble.

The objective is to destroy the AI MCV ( No air units allowed obviously ) either by tanking or building. Some of the pro players (Tankers and Builders) have tested the map in DEMO version, I've got some nice comments on it and made little modification by adding the V2's as some players requested to make it a little more challenging although the DEMO version without the V2's will still be available.

The purpose behind this map is to enhance your building skills, reflexes, expanding while tanking, defending and ore managing from this specific location. Yes, it is not easy but within time you will find yourself with much better speed reflexes and good tactics to defend yourself and manage your ore and at the same time gaining skills, although the AI is not quite easy as some people think as its a normal defense map, no the AI is much more smarter than that, it might sit on your ore target your trucks and even do a split push just wait and see :)

To Acquire the map simply click on the links it will automatically start downloading the map, once the map is downloaded simply place into your Maps\Defense folder by default is:
C:\Games\CnCNet\RedAlert1_Online\Maps\Defense\

Restart CnCnet and host your game up.
The Tanks without V2 version is called Arena Defense DEMO
And the one containing the V2's is called Defense Arena V2.0
Download demo version without any v2's : Here
Download the stable version including the V2's : Here

NB:

There will be other versions from different positions maybe different units based on the player's reviews and there will be one's with only tanks where you have to Q your way up to enhance your shifting and tanking skills on the map and try to make use of every inch of it.

Would like to thank FlunkyFluke for his help on the creation of the DEMO map and taught me some basics so i could modify in the second version and cousinleigh for the idea to make it happen.

Cheers and happy practicing.

ORA-MaDMaN

ULTIMATE GERMANY ATTACK



Ever wondered how to improve your germany game?

Well, if you are Gravediga, then you are out of luck because...well, you can't improve your game anymore bro. We tried beating you.

Anyways, if you are NOT Gravediga, then you are in luck.

This is the secret:

Another glitch commonly abused by PROS

The ultimate secret to shaving seconds to build times

This is it: I reveal one of the ultimate code blocks for becoming a professional at Red Alert. You may already know it, or it may not be as surprising as you think. It might be totally new to you and it might be the key you need to increase your game by up to 200%.

What's the fucking secret?

Take a Look at the Nastynate Monument Playlist



Nastynate, or formerly known as Fatherravel or short: Father, is a more than 10 years long active playing RA-Superpro. Besides ehy and Atomi1 and a lot of other super characters, he most of the time played and plays in TOP3-level.

His kind nature don't let him join into the YouTube-Wars. None upload of a lucky win or blamingful FastestLose he done. None uncertain claim anywhere. 

Related to the so-called yuzgen-dictum (figuratively: What sense does it make to upload Father winning, when he wins most his games?), you won't find many uploaded youtube-wins of nate. Many newer, upcoming pros uploaded wins against him in order to proof their achieved status - however, be sure, the reversed storyline is true: Nate owns majoritarian hehe. 


Now, finally, some truth gets (re)published from the archives of herm (biggest so far as i know: over 1000 pro-matches), which where deleted by hermself (lololol, what a word-joke^^). He gave access to Ora-Madman, who - at the moment - is starting to make a Nate-wins-Archive on his YouTube-channel. There, he will show us more than +15 outstanding vid-recorded wins of Nastynate, so prepare. 


Examply: Nastynate + Crush versus Ehy and Yuz @ribbon_gems


And then the re-match of it: 



Nastynate, a genuine and sincere player, of whom no current player didnt learn no lesson, obviously deserves such a Monumental Playlist - - and Herm for recording it, Dr_Wk for conserving and Madman for publishing as well a grand ThankYou. (By the way we also need to thank Dr_Wk for saving ehy´s vids and giving them to Lauta! He is truly a Glorious, this Wk!)




Idea: POST some kind words about nate in comment section below, ya chance to Thank as well :)

DUAL TANKING

Recently I've been playing a lot of P4. IT has been for the sake of learning the art of DUAL TANKING. This tactic is a good tactic for players who haven't MASTERED THE ART OF 'Q' because it involves evading tank battles. Of course you have the disadvantage of losing a lot of your tanks as a result of splitting your forces, but it can earn you valuable time while you draw the tanks away after an assault.

DUAL TANKING is assigning TWO INDIVIDUAL groups of tanks. This tactic presents the following benefits:

1. Use one group of tanks as a decoy and the other as an attack force.
2. Manipulate your opponent's tanks by sending one tank group north and another south, after you split their defenses.
3. Confuse your opponent, send one group north to attack CY and another to attack the ORE.


One thing I forgot to say, this tactic requires complete dominance over the following hotkeys:

ctrl, shift, 1, 2, Q, W, E, R

Decoy and Attack


The recipe:

1. Start by cracking open with a tank group of about 6 tanks.

2. Label them group 1 and start stirring them in the center of the map.

3. Quickly (very quickly) select three tanks and label them group 2.

4. Pour your tank group over the opponent's base at the same time, one group attacking north and the other south.

Additional Observations

- Use the decoy tanks to help open up your opponent's defenses and let your ally come forward to attack.

HJK tutorial



The HJK was originally created by DefMike* it consists of 6 individual pods. Players battle for the middle ore while being protected by ridges on all sides. The map is good for 1v1s and many play 2v2s on it as well.

Main Strategies for competitive 1v1s

Russia -> Build
Ukraine -> Tank
Germany -> Tank

Russia

Build order: +power, +barracks, +ore, +war, +service, -service, +war, +advanced power, +Tesla, - Tesla (After the opponent retreats, sell this tesla.)

Germany

Build order: +power, +barracks, +ore, +war, +war, -barracks, +advance power, +4 war



General tips:


First off you should make an ore truck along with the service depot. Be prepared to take some hits if your opponent is tanking you. It's recommended that you close your gate with 2 or 3 tanks for armor support; don't face tanks with only infantry, tanks buy you time. At this time, you can scout the map with infantry or pile them near the opponent's base to put pressure on his defense, you're making a defense anyways so you may as well buy yourself time too. Try to deploy your MCV as early as possible. Not deploying makes you lose time, as if it were still building, so there is always a high priority on MCV deploying.

Make a couple of silos to hold your ore. Adjust the straegy accordding to the opponent's reactions to your infantry. If he kills them and pushes more, reinforce your base. If he stockpiles near his base, then you can make an additional war factory instead of Tesla. After that, make sufficient units to protect your Ore Factories which you are supposed to crawl to the top left of the ore patches, including the middle one. After you've established a good base, stockpile v2s and ore. Use Teslas only if opponent is too aggressive.

MAP dynamics (Why Top Left is the most crucial)


"I've played games where my opponent is pretty even in tanking and building. What made the difference in the end was who could produce the most units and it turned out that it's the one who holds the most ore. When you expect the match to go on longer than a tank rush, then you should start to worry about finding and defending ore spots, especially the middle since it provides the most ore." -[AFO]THNDER

In this map, it's important to remember that ore trucks collect ore heading towards the top left corner of the ore patches. With this in mind, let's see how it affects your builds depending on your spot.

- In general, you're entrance should be well protected. Not so much exaggerating but enough to kill 4 or 5 tanks headed for your base.

Top Left: You have the build advantage. You are closer to the top left most patch of the ore.
Top Right: A good spot for tanking. If the game lasts slonger than about 8 minutes, then your trucks will need a new spot to harvest ore from soon. Consider inflicting damage to your opponent while looking for the next best spot to harvest ore.

Bottom Left: An excellent corner for building. If you are playing a 1v1 and you get this spot, your opponent is in the Top Right spot. This means that you have more than enough time to set up a defense for a tank rush and completely halt it. Also, you can crawl your build to the Top Left corner of the map.

Bottom Right: This spot is also preferred by builders, for it's south advantage. It's the furthest spot away from the Top Left gem patch in the middle. After you set up an anti-rush build, your next goal should be to stockpile some sort of unit (Heavy Tank, V2s, Mammoth Tank) while at the same time harvesting as much ore that is closest to your opponent. This strategy is called resource absorption, where you harvest all the ore and convert it to units at the same rate you harvest it.



*Thanks for info bart

Super PRO Strategy Revealed
















[AFO] has closely been observing recent PRO matches and here are some of the conclusions we've come to:

a. Players are much more aggresive when using units. They push units forward and destroy everything in range, this takes about half a milli second (clicking on undefended wars and power plants with 20 v2s).

b. Engineer management has been much more effective. It's so difficult to run someone over their base when they've locked engineers behind silos or when they are simply scattered.

c. Rushes are much more effective. Rushing is normally a strategy to cripple the opponent permanently. However, recently there have been many PROS rushing to destroy War Factories and retreating. This is a really great tactical move because it allows you to stockpile tanks at a faster rate than your opponent, eventually outproducing him and therefore winning the game.

d. Air attacks are more easily thwarted. Players have noticed that while you're opponent may have a huge fleet of MIGs, it takes time to build. Early detection of an Air Assault is thwarted by players making millions of rocketmen while the other player makes MIGs. By the time you get your MIGs out, the opponent's air defense is solid. Now you have to maneuver MIGs, and that reduces your focus on the frontlines.

e. Early deploys are turning into deadly strategies. Late deploys or even Mid deploys are actually now seen as very passive strategies. This is what the post is about.

Let's continue to the new Super PRO Strategy. Which is a strategy for FRONT players.

We'll divide the strategy into 4 Stages:

1. First stage - Semi Early Deploy

2. Second stage - Riflemen Spam

3. Third Stage - 5 Tank Rush

4. Fourth Stage - 4 CY deploy, Tesla Defense

First Stage - Semi Early Deploy

Start with just enough space to deploy a small power, a barrack, another small power and finally an ore refinery.




Preserve as many units as possible, they will serve as defense in south. This strategy is well combined with a partner who launches Grenadiers. In this way, the opponent's riflemen count is significantly reduced.

Third Stage - 5 Tank Rush Some players go with 3, this might be too reckless. Charge through the opponent's base causing distraction. Draw all his units to the back of the base if possible. The most effective building to destroy is the Ore Refinery because usually the Construction Yard is well defended. If it is left undefended, kill it. If you see engineers everywhere, kill the ore truck.

Fourth Stage - 4 CY deploy, Tesla Defense This stage is not concrete. You may need to change to more CYs you may need to change to V2s, but this stage in particular is a response to a retaliation from the opponent. 4 CYs allow maximum speed Advanced Power Plants, with 5 or 6 you can have 4 Tesla Coils. After your 4th MCV and 4th Tesla Coil start making tanks. You need to return the attack as soon as the opponents forces evaporate. After your 4th Tesla Coil, keep making War Factories.

*Special Note: Ore is crucial! Make an ore truck and a silo after your 5th Heavy Tank. These are the guidelines to the new Super PRO strategy. You should customize them to fit your playing style. The best resolution is the smallest, as it allows for faster structure deployment. Leave comments and feedback for the other RA players to see.

Red Alert PRO code of conduct



Red Alert PRO code of conduct is a code that promotes healthy competition amongst players. Red Alert is an adrenaline release for true fans of the game. We don't see it as a waste of time because it satisfies our temporary need of competition and pride. Therefore, recognizing this, we established a code of conduct that will preserve the community's love and respect for the game.

1. If you host a game, maintain an active role as a host. Don't let players wait around too much for a game. If you are to be absent, don't leave without telling the people in your room how long you will be and for what reason.

2. Don't use cheats. If you use cheats, you're sole purpose is to satisfy your hunger of winning. You won't get any experience from winning by using cheats. It is also highly disapproved by most Red Alert players. The only time it would be acceptable is for exeperimental purposes, but even then it's difficult to get away with explaining this.

3. Don't boast about pre-meditated victories. This is making reference to modified maps. Sometimes players join a room not knowing the modified values of the maps, putting them at a huge unknown disadvantage. Fighting on uneven ground is no fun for anyone. Yes, you may win the battle, but is it acceptable to boast about winning over a crippled army? Probably not.

4. Give a reason for leaving in the middle of the game. It is disrespectful not to because a game is a compromise between two players. Have respect for someone else's time by giving them an explanation of why you left in the middle of the game, even if you just type: "Sorry, emergency." Offer a rematch for a later time, but don't damage your reputation in such a childish way.

5. If you are requested to leave because you may cause lag, please do so. That's all we can say. 

Raising Strategy Consciousness

Take the mini RA quiz!

We can say that these kinds of RA players exist:

Strategic Players - Spend more time doing calculated attacks. (lose time)

Furious players - Spend more time doing fast consistent attacks with no focus on organization. (lose strategy)

Use this quiz to help you identify your playing style. Remember it's not possible to be both at the same time, you either value time or attack in the game.


Do you do this? or Do you do that?


a. Drop buildings anywhere they land to get more speed.
b. Drop buildings organizedly to save space.

a. Group tanks as 1 group only for bigger groups.
b. Group tanks as 1 and 2 for tactical advantage. (ie. send one group north, and one south.)

a. Defend base without infantry wall to concentrate on my build order.
b. Defend base with massive infantry, but risk losing a bit of concentration on my build.

a. I let my ore trucks go anywhere, while I concentrate on scouting the map. (Tactical Advantage)
b. I control my ore trucks, don't scatter infantry, but I have more money.

a. I make a backup strategy in case my first doesn't work.
b. I concentrate on one strategy and go as hard as I can.

a. Most of the time I use Paratroopers to destroy unguarded buildings.
b. Most of the time I use Paratroopers to set up a decoy and attack from other side.

a. I defend against Grenadiers with Attack Dogs, for more efectiveness.
b. I defend Grenadiers with Grenadiers to put pressure on opponent.

a. I squish scattered infantry with light tank to open path for incoming infantry.
b. I don't squish scattered infantry so my tanks have more health.

a. When I play with partner I coordinate with him to combine strategies.
b. I don't speak to him. I trust him inherently and I focus on my strategy alone.

a. I kick players who don't respond in the chat so I don't waste people's time.
b. I am respectful to the players absence, because he could be doing something important.

a. I use engineers to heal my bases and lose a little time to manage them.
b. I trade the time I can get from not managing engineers to concentrate on

a. I use super weapons to get a tactical advantage.
b. I don't use super weapons, they're too distracting.

a. I calculate how much ore each thing costs at beginning of game to measure resources.
b. I don't calculate how much ore things cost but I focus on build.

a. I think about what failed in my strategy, and ask for a respectful rematch.
b. I try as many strategies as I can, randomly, hoping to fit the one that 'fits' me.

a. I eat, sleep, and drink Red Alert 1.
b. I eat a healthy diet to focus maximum on Red Alert 1.

Make sure to share in the RA lobby to raise strategy consciousness.

The Infantry Line

This strategy lines your infantry anyway you want to using the bookmarks W, E, and R (That's W, E, R not W+E+R). If done fast enough, it makes your infantry look automated. However, automated infantry is not an option in RA1 so you must make it happen with bookmarks.

The video shows a simple use of the W, E, R combination to scatter infantry in a straight line. [AFO] recommends daily practice.



The V2 Rush on P4

Effective against: 2v2 Both Builders 
Useless against: 1v1, Tankers

Analysis

This strategy is unfavored in 1v1 battles and rarely seen on 2v2 battles. [AFO] developed the strategy to counter double builders. It's one of those special strategies you use when you know both of your opponents are more keen to build than to tank. The strategy requires a strong tanking partner as the tanks will clear other tanks and your V2s will clear defensive structures as well as important structures. The biggest weakness in this strategy is the build time required. Immediately after the first war is built a radar dome follows, instead of another War Factory. Consequently, your defense will be somewhat weak if structures are not placed correctly. It is executed by W+E+R all the V2s to a point in the opponents base where the V2s are in range of attack, but also far away enough to be out of range of flame towers, etc. Not a recommended strategy against Allies because they are more prone to tank rush. The V2 rush focuses on causing heavy damage at start of game.

Build Order

V2 Rush

The V2 Rush build order recommended by [AFO]:

Small Power -> Barracks -> Ore -> War -> Radar dome


Units: Infantry (30) -> Ore Truck (While radar dome is being buit) -> V2s (6+)

Variations

The V2 rush has only two variations. One variation optimizes damage, the other variation compensates for lost defense.

Damage

V2 Nuke Variation: Collect 6 V2s and place them in range of the opponent's CY and attack. Immediately after destroying it, pull your V2s north and wait for a recharge. In the meantime, use another group of V2s to support your ally in tanking, killing defensive structures.

Defense

V2 Box: After building your third war factory, create a service depot and begin to build. By now, the opponent should be damaged by V2s, reducing their production. In this case, when you know your about to lose your V2s its best to destroy the closest war factories. 

Further [AFO] tips

Bookmark your War Factories with W, bookmark the battlefield with R. Deploy your V2s near enemy base and rally them using E. This way you can optimize the output of your V2s and optimize the damage.

To optimize rate of attack, after the third War Factory, make 3 more MCV's and deploy for a total of 4. Make 5 War Factories total and begin to crawl to opponent with power plants. When near the base, begin crawling with Flame Towers. By now, you should be making V2s at maximum speed and rallying them near your flame towers.

Remember to keep your ore in check, build 2 silos and have 2 ore trucks to prevent losing all your money.

Fundamentals of Path Beyond

Three strategies for winning

1. Tank
2. Tank hard
3. Tank really hard

The most exemplary map for tanking and ore management maps. The most basic fundamentals include ore managament of course, tanking ability of course, and strategy. It's mostly about ore management in the end. The following picture displays example build orders that [AFO] recommends for maximum ore:

*note: you should know that players spawn at opposide ends, thus the matching green and yellow lines.


The teal dot is your first power, the pink is your barrack, the red is the ore, and the dark yellow is what you should mine first. The arrow points to the direction you should make your base.

The most common mistake

Players fail to add a credit boost to their economy by clearing the gems first. They are worth twice as much as ore per truck. So cleaning the closest gems first becomes a must even before you mine any ore! The following picture highlights the most popular gem spots!

path beyond
The circles are the gems you should eat first, the lines are the ore you should eat after the gems. 


The Engineer Rush

Effective against: Early Deploys, Tanking 
Weak against: Builders

Analysis

The Engineer Rush is a strategy that aims to capture an important structure early in the game to delay a player's production or completely halt it if the target structures is a Construction Yard. When the engie rush first became popular, players deployed their engie near the desired structure and captured it. This reduced the execution time by a lot but it only worked off the element of surprise. Thus, if your tactic was discovered your opponent might be encouraged to take counter measures such as an infantry scatter or he will prepare to ally with you, but ultimately it meant you had to change your strategy completely after losing valuable build time. However, new strategies are being coupled with the engie rush, such as a fake engie rush. These strategies, which are described in variations, significantly increase the chance of success.

Build Order

Single Engineer Rush

To make the most effective engie rush that minimizes execution time [AFO] recommends the following: 

Small power -> Barracks -> Ore -> War

Units: Rifle Infantry (10)  -> Engineers (5) -> A.P.C. (1)

Double Engineer Rush

A double engie rush increases your chance of success but takes a bit more time to execute:

Small power -> Barracks x2 -> Ore -> War

Units: Rifle Infantry (20)  -> Engineers (10) -> A.P.C. (2)

Variations

The engie rush can be coupled with the following strategies to optimize either surprise, speed, or damage.

Surprise

Hide and Seek Variation: Create a Double Engineer rush, run to the back of the opponent's base and deploy your engineers. Return with apc to crush opposing infantry, and capture desired buildings.

Hide and Seek Variation 2: Can be used for single or double rush. Deploy engineers north of opponent base. Drive A.P.C. to base and lure all enemies to the A.P.C.. If they follow, have the engineers run to unprotected structures and capture.

Speed

Dice Roll Variation: Using a Single Engineer Rush. Capture the nearest of these three structures: Construction Yard, War Factory, Ore. If you capture a Construction Yard, bring in light tanks to kill the ore refinery. If you capture a War Factory, bring in light tanks to kill remaining tanks and squish infantry. If you capture the Ore Refinery, bring in light tanks to kill the remaining tanks and squish infantry.

Damage

Engineer Missile Variation: Using a Double Engineer Rush concentrate all 10 engineers into one structure. This is good for players against players who have a lot of tanks in their base.

Further [AFO] tips

Always know which structure you aim to capture and always know which is your second choice in case the first structure is guarded.

Label your Engineers always as group 1 or group 1 and group 2 for the Double Engineer Rush. A.P.C.'s should be group 2 for a Single Engineer Rush or group 3 and group 4 for the Double Engineer Rush.

Use the labels when entering a building. By simply pressing '1' or '2' or '1+2' you can select the engies without clicking on them, after they are selected, choose the desired structure to capture.

Be prepared to Ally and Unally! If you play against a PRO they might ally you so your engies heal their structure. Always be prepared to ally them back and unally them in case they use this 'cheap trick'.

Remember the A.P.C. health is low so don't run through massive infantry or into tanks. Use the A.P.C. speed to your advantage! Maneuver around their defenses!

Special Weapons Recharge Time

The special weapons are:

- Chronosphere: 7 minutes
- GPS Satellite: 8 minutes
- Iron Curtain: 11 minutes
- Nuclear Missile: 13 minutes
- Parachute bombs: 14 minutes
- Paratroopers: 7 minutes
- Sonar Pulse: 10 minutes

Building multiple Special Weapons won't make it charge faster, but it can serve as a decoy in case you lose one. Once again, these charge times are set, they can't be hurried building multiple of the same structure.