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Allied and Soviet Tactics |
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Units How to use them...and stop them Tactics There are only so many ways to win Maps Strategies for the most popular maps Pictures screenshots, tournaments Players Team OGUN, and the usual RA2 suspects Cool Posts Direct from veteran RA2 players Links Crème de la Crème Credits Thanks, guys (and no thanks, grrrr...) Home |
Four Combinations (until Yuri's Revenge...) Allied vs. Allied - Rocketeer Rush Allied vs. Soviet - Black Eagle Rush, Grizzly Rush Soviet vs. Allied - Rhino Rush, Desolator Bomb, Apoc Push, Engineer Rush Soviet vs. Soviet - Terror Drone Bomb Key Points
Works well because Allies have weak anti-air (as opposed to Soviet Flak). An IFV can take out about 3 rocketeers, while a flak track can handle 5. This strategy works extremely well on naval maps, and when your opponent has not scouted your base. BO Go for power first (just in case they are building a patriot missile), then kill War Factory and IFVs. AFC is next, then whatever. Key Points
Grizzlies survive better versus an Iraqi player - Assign them to 2 teams, and let grizzlies do the grunt work while mirages fire from the back. These are forces left after a several flak tracks of desolators (compare to rhino force).
This works well especially on small maps because black eagles can continuously take out rhinos in pairs, while reload time is quick. Either way, you will destroy many rhinos or force your opponent to waste money on a flak cannon. BO If your opponent tries to get flak tracks, take them out with 1 BE.
On small maps with low resources, you can actually overwhelm your opponent's rhinos with grizzlies and a well-placed paradrop. BO You will be able to attack with about 6 grizzlies if done right. By that time, your opponent (he will probably build a war miner first), will have about 3-4 rhinos. Outmaneuver them, and place the paradrop at any convenient spot. You will rarely win with this first rush, but you can easily build 6 more grizzlies and place another paradrop. This is very risky, and if you don't succeed, you're dead. The reason why you sell construction yard is because you only have 2 miners working for you. Key Points
As everyone knows :), rhinos are much stronger than grizzlies...so (unless they are America, in which case you will have an easier time with desolators in the long rung) rush quickly with 3-5 rhino tanks, depending on your situation. Mixing in with some conscripts or dogs if possible is a good idea. BO Go after either his grizzlies or his miners. Run over GIs, and bring a flak track if he's getting rocketeers (in which case he will have insufficient funds). As far as buildings go, a good order is barracks, air force command center, refinery (if they have only 1), war factory.
Desolators are the best (and only truly effective...) counter to mirages late-game. Get a cloning vat if it's a long game, as desolators are only 300 credits then. Basically, dump desolators into the flak track (bring several to increase chances), and if mirages are undefended, drive up to them, let them destroy the flak track, and press (s) to stop them from shooting their RAD cannon, and press (d) to deploy them. ALL mirages are toast. Use rhinos as distractors if the game is laggy or you don't have enough flak tracks. Since rhinos have tough armor, they will survive the radiation. As always, escort the desolators. Although flak tracks provide anti-air, 1 Black Eagle destroys it, and 1 other will kill all desolators. Bring more empty flak tracks, or escort with apocalypse tanks. If your opponent has rocketeers, you can "push" your opponent back into his base. Deploy as you go, or just threaten them by driving up.
If your opponent is rocketeer happy or you can't stand losing flak tracks to radiation, this tactic works as well as the early rhino rush. Basically, apocalypses can survive radiation (they self-heal as well), and since they have anti-air capabilities, they will nullify all rocketeers/harriers. Meanwhile, just "push" closer to the Allied base with your desolators. It'll be sitting soon in a field of green...
Yes, this is very *cheap*, but it is a valid tactic, and it is very difficult to execute correctly. Basically, you steal his key buildings early on. It works better against allied because the only defense they really have are pillboxes (rocketeers are shot down, grizzly tanks are killed by terror drones, etc.) It is essential you don't let the other player scout your base early, or this will fail. BO Avoid pillboxes. Make sure you put the dog in last, so it comes out first. Handle their tanks with terror drones, and rocketeers with flak track. Also, you can queue a sentry gun or a barracks (with another engineer ready) as soon as you capture a building. Be Warned: this leaves you out of cash quickly, and you are screwed if you mess up. Key Points
Although this works well against both Soviets and Allies, soviets lack the engi-IFV (must build a service depot). Plus, losing rhinos is a bigger deal than losing grizzlies, since you can usually outtank grizzlies anyway. Also, very important point, terror drones can infect war miners, whereas chrono miners can always chrono back. Even if your opponent loses 1 war miner, that's about 1400 + 1000 (for load) lost. Any time, but preferably in the beginning, put 2 terror drones in a flak track. Try to drive them between two units, and press (d). |