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                                                         (SaiX)
             ---  -- -  ------
              |      :       |  :   :     !    |    :
                              :  .        :    |    |   
                                           .    :    .
                                                 .    
                Unofficial Red Alert Multiplayer Guide
                               V 0.777
                          December 29, 1996
                    E-mail: franco@igubu.saix.net
                            SaiX@Hotmail.com

                    Red Alert Madness HTTP://WWW2.DGSYS.COM/~BABAK
                    Cool Red Alert Sight go visit and get the newest
                    updates or everything.

                               Legal Stuff.
                               ============

      Red Alert is a Trademark of Westwood Studios, inc. To make copies
      of this guide the copies must be Complete and Unmodified. They may
      also be distributed in Electronic form and none other, unless prior
      permission is obtained from me the author.



 1. INTRODUCTION.
1.1 About this Guide.
1.2 Getting this Guide.
1.3 Contributing.
1.4 Whats New
War
 New things added shown by (New!)
 2. Allies.
2.1 Infantry
2.2 Vehicles
2.3 Buildings
2.4 Navy
2.5 Air Force

 3. Soviets.
3.1 Infantry
3.2 Vehicles
3.3 Buildings
3.4 Air force
3.5 Subs 

 4. Keys and Hot Keys.

 5. General Strategies and things to know.

 6. Allied Strategies.
6.1 Allied Offence
6.2 Allied Defense

 7. Soviet Strategies.
7.1 Soviet Offence
7.2 Soviet Defense

 8. Player's views.

 9. Bugs.

10. Single Player Save Games.

11. Setting up Multi player games.
11.1 Crates
11.2 Maps
11.3 Units
11.4 Money
11.5 Extra's

12. Words of Sun Tzu.

13. Web Pages.

14. Ladder games.

15. Credits.


==============================================================================
1.1 About this Guide.
    -----------------
    This guide was written for the sole purpose of improving your Red Alert
    strategies and giving information about Westwood's newest release Red
    Alert. Any contributions of Strategies, bugs, information that is not
    already in this Guide is welcome. Send all your info and comments to
    franco@igubu.saix.net   .

1.2 Getting this Guide.
    -------------------
    I will fill in this section in the new release. Currently you can E-mail
    me if you would like to receive updates. At the mo go to Red Alert 
    Madness.

1.3 Contributing.
    -------------
    If you would like to contribute to this guide in anyway be it one little
    thing about a Rifle soldier or anything please E-mail me with the info and
    your name or nick.

1.4 Whats New.
    ----------
    All new info added has a (New!) infront of it, if you just want to see the
    new info use your editor and go to search, search for (New!).

    New info about:
    ---------------
    Thiefs.
    Waypoints.
    Gaps.
    Flamer units.
    Spy.
    Tech centre.
    Medics.
    Keys and Hotkeys.
    Disapearing planes.
    Migs.
    Player views.
    Ladder games.
==============================================================================

Weapon       - The weapon the unit uses. Not too important, but you can see
               some units use the same weapons.
Strength     - This is the amount of hitpoints a unit has or the amount of
               damage it can take.
Sight        - How far the unit can see.
Speed        - How fast the unit moves.
Damage       - Max amount of damage a unit can do, different units do
               different damage to different armor. ( if you would like me to
               add the different armor damages E-mail me)
Weapon Range - The furthest range the unit can shoot.
Weapon speed - How fast the units weapon shoot.

You know the rest!

==============================================================================


2. Allies.
   =======
   The Allies, the sneaky, the cheap, the guys with the map advantages :)
   The Allies ( Germany, France and England ) although they don't have the
   tank power, they got the advantage of surprise. With their fast light
   tanks for quick attacks (Recon bikes), their Gaps, Gps Satellite,
   Chronosphere and Strong Navy, and cool infantry they can stand their
   ground.

2.1 Infantry.  NOTE: None of the infantry has any armor. Doh!
    =========
    Rifle Soldier.  Cost: 100
    --------------
    Weapon   : M1 Carbine       Damage      : 15
    Strength : 50               Weapon Range: 3
    Sight    : 4                Weapon Speed: 100
    Speed    : 4                Techlevel   : 1
    
    The Rifle Soldier is very cheap, good in groups. Best infantry against
    Rocket soldiers. If you have 5 Rifle soldiers and there is a flamer
    in front of you Don't send them all at the flamer , move them back and
    send one at a time. They are ok for building's and are the allies main
    infantry unit defense against all other infantry. Use with tank rushes to
    take out Rocket soldiers and as tank fire diversion.

    Rocket Soldier. Cost: 300
    ---------------
    Weapon  : Dragon     Damage      : 30
    Strength: 25         Weapon Range: 5
    Sight   : 4          Weapon Speed: 50
    Speed   : 3          Techlevel   : 1
    
    The Rocket soldiers are amazing for Air Defense, against the Soviets
    weak Migs and Yak's. Spread these units out through your base. Also very
    good for tanks. Can hit walls, guard them though any infantry can take
    them out easily, especially Soviet dogs. They are slow, useful to guard
    Harvesters against Air Assaults and with an APC or two they'll be fine.
    Rocket soldiers also outrange a lot of units and buildings like the flame
    turret and Pillboxes. Carry them around in APC's to get them somewhere
    quick.

    Engineer. Cost: 500
    --------- 
    Strength: 25
    Sight   : 4
    Speed   : 4

    I used to think these guys were pretty useless, until i saw how well they
    can repair your buildings. Yes an engineer can repair your building back
    to FULL strength. They can still take over an enemy building, but only if
    it's in the red. If they infiltrate a Building that is not in red they
    will damage the building. They are pretty fast, but weak and expensive.
    I think four is the max needed to take over a building in full health,
    good idea to send in a 5th to repair the enemies captured building. Keep
    a few around your base to repair buildings under siege.

    Tanya. Cost: 1200  Shake it baby!
    ------
    Weapon  : Double Colt45 , C4 Charge   Damage      : 50 x2
    Strength: 100                         Weapon Range: 5.75
    Sight   : 6                           Speed       : 5 

    Need an Allied Tech Center. New and improved Commando Tanya. She's fast
    with a big sight view. Only thing she is good for is infantry and
    buildings, don't even bother with anything else. Here C4 explosion takes
    down any building in one shot, and the best part is after the building has
    exploded no infantry will come running out, so u could blow up lots of
    buildings without any interference. Infantry have no chance against her
    she reloads too quickly and can take out MANY infantry before dying. Use
    with tanks rushes to take out Tesla's and such. Quick way to blow up
    bridges using her C4 charge. Try sending her in early, because Soviet
    players will take a while to build Tesla's. Don't worry about the flame
    turrets she can run right through them. This has happened many a time to
    me. If you make her try C4 a building with 6 flame turrets around it the
    chances are that she'll only die afterwards. Another thing is as she's
    built you can hear here laugh can be a psychological scare to someone,but
    is also a giveaway. She has a HUGE range.

    Spy. Cost: 500
    ---- 
    Strength: 25            Techlevel : 6
    Sight   : 5             Speed     : 4

    Need a comm center to build. Try sending the spies in early before they
    enemy builds dogs or a comm center. The spies look like your enemies
    rifle infantry. They can only be detected by dogs or a manual attack.
    Infiltration is the game, here's a short list of each building.
    Power plant     : See what shape enemies power is in, green is good, brown
                      is bad and red is the worst.
    Barracks        : See what infantry the enemy is building (pretty useless)
    War Factory     : See what vehicle the enemy is building , only slightly
                      useful
    Construction yard: See what building he is constructing. Useful to see if
                      he's got a Tesla on hold or waiting to place it when
                      you attack.
    Radar           : Can see how many units, buildings hes got. Can also read
                      allies messages to each other. (New!) You can see
                      everywhere the enemy has scouted and everywhere he
                      scouts afterwards.
    Refinery & silo : Can see how much money the enemy has, this is quite
                      useful.
    Airfield        : See what air unit he is building or has built.
    Sub pen         : Get a sonar pulse. Sonar pulse charges every 10 minutes,
                      and reveals all subs for a short period of time.

    The only way he can get rid of your spy is by selling the building your
    spy is in.

    Thief. Cost: 500
    ------
    Strength: 25          Speed    : 4
    Sight   : 5           Techlevel: 15

    Need an Allied Tech center. This unit is simple, he infiltrates an enemy
    Refinery or silo and steals half the money, which is then transferred to
    you. Try getting them in early very devastating, disable the enemies money
    (New!)
    Always go for silo's though becuase they hold more money than the
    refineries.

    Medic.  Cost: 800
    ------
    Weapon  : Heal         Speed : 4
    Strength: 80           Damage: -50
    Sight   : 3            Range : 1.83

    The medic automatically heals all infantry within range. Not extremely
    useful, maybe for Tanya. Heals 50 hitpoints at a time. Use for units
    defending the base, sort of like recycling. Cannot heal himself. (New!)
    Now that i know how to use this unit i find him Much more useful, build
    two medics so that they can heal each other. Put them on Guard using G
    and they will run around looking for damaged units, try it, its cool.

------------------------------------------------------------------------------

2.2 Vehicles.
    =========
    Allies have a wide selection of vehicles early in the game. Ranger for
    scouting, mobile artillery for infantry, and tanks against tanks.

    Light tank. Cost :700
    -----------
    Weapon  : 75mm         Damage      : 25
    Strength: 300          Weapon Range: 4
    Armor   : heavy        Weapon Speed: 40
    Speed   : 10           Techlevel   : 4
    Sight   : 4

    The light tanks are the fastest tanks in the game. They only do 5 less
    damage then the medium tank and have less hitpoints. They build fast and
    are cheaper (sometimes the size of an army is better than strength). Less
    range but faster fire rate. They are actually very similar to the recon
    bikes, they are fast and good for quick harvester attacking. Speed is
    basically their best weapon, they are not to good at fighting with other
    tanks so rush them into the enemy's base, attack a few buildings and get
    out, DO NOT try fighting with the Soviet tanks unless there are very few.
    Same as harvestor attacks send your lights on harvestor raids and then
    get them back to your base before the Soviets can get thier slow tanks
    there.

    Medium tank. Cost :800
    ------------
    Weapon  : 90mm            Damage      : 30
    Strength: 400             Weapon range: 4.75
    Sight   : 5               Armor       : Heavy
    Speed   : 9               Techlevel   : 6

    Fast and strong tank the best in the Allies arsenal. Cheaper than the
    Soviet tanks, in turn means more has to be built. Best for heavy armor
    armored vehicles, then wood(buildings) and then light. Guard the heavy
    tanks with Rifle infantry against other infantry, or u can just try the
    old squish'em. Note: Tank's have become a big part of Red Alert, build
    lots of em. All Allied tanks are pretty fast take advantage of that.

    Ranger. Cost :600
    -------
    Weapon  : M60mg        Damage      : 15
    Strength: 150          Weapon range: 4
    Sight   : 6            Armor       : light
    Speed   : 12           Techlevel   : 3

    This is basically a scouting unit. Same weapon as Rifle soldier so it is
    fairly good against infantry, fast and wide sight. Bit expensive for what
    they are, i'd rather use an APC.

    Ore truck. Cost :1400
    ---------- 
    Strength: 600        Armor    : light 
    Sight   : 4          Techlevel: 1
    Speed   : 6

    Need a Weapons factory and Refinery. Ore trucks are your primary source
    of income, you can have 2-3 to one refinery because they now unload much
    quicker. They are now faster and stronger. They can also self heal
    themselves back to half health. And they just over all seem to last
    longer, but they still have to be guarded. Infantry can now be used since
    the gold has no effect on them. 3-5 Rocket soldiers for Mig attacks and
    2 APC's for infantry should do fine. Note: they are not to bright and seem
    to wonder a lot, so keep an eye on them. If you see a Gem patch don't be
    lazy they are worth much more and don't regrow. Remember if you loose your
    harvester then you won't have an income and if you loose your income you
    might have already lost. Repair them often becuase they will just be easy
    pickings at half power.

    Mobile Artillery. Cost :600
    -----------------
    Weapon   : 155mm       Damage      : 150
    Strength : 75          Weapon range: 6
    Sight    : 5           Weapon speed: 12
    Speed    : 6           Armor       : light
    Techlevel: 8

    The arty is now faster and can do some real damage, between its long range
    and deadly cannon, any building or infantry unit will suffer. The allies
    haven't got much mass anti-infantry units in the field, the Soviets got
    the Flamers, grenadiers and the V2 Rocket launcher, this is the best we
    got. They are also very good for buildings, make a good chronoshift
    passenger. Not good at all for armor. Can be useful early in the game
    against infantry attacks.

    A-V Mine layer. Cost :800
    --------------- 
    Weapon  : Anti-vehicle mine   Ammo     : 5
    Strength:100                  Damage   : 1200
    Sight   : 5                   Techlevel: 3
    Speed   : 9

    Need a Weapons Factory and a Service depot. Use the mine layers when your
    not doing much. Place the mines infront off bridges, on bridges, entrances
    to your base to disable the Soviet tank rushes a bit. Best of all put them
    in your enemies ore fields, that should get them going. You can reload
    another 5 mines by going onto the service depot. Mine layers have little
    hitpoints and if attacked while laying a mine, the mine will explode
    leaving them with little or no health. Infantry cannot set them off.

    Mobile Construction Vehicle. Cost :2500
    ----------------------------
    Strength: 600        Speed    : 6 
    Sight   : 4          Techlevel: 15
    
    Need a weapons factory and Service depot. MCV is the vehicle that turns
    into your construction yard. Use them to set up multiple bases on the new
    large maps, near some ore. Beware if your enemies spot your MCV, they will
    probably send some air units in, or they might just attack it from the
    ground. So try send some units with, have a Gap generator ready to place
    down to avoid the air attack, then start placing some turrets. Note: You
    will be able to Build twice as fast with two cons yards. Cheap for 2500.

    Radar Jammer. Cost :600
    -------------
    Strength: 110         Range    : 15
    Sight   : 7           Armor    : light
    Speed   : 9           Techlevel: 15

    Need a Weapons factory and Comm center to build. The Radar jammer
    basically makes the enemies mini map go fuzzy white color and not
    function when you get in range of the dome. I havnt found very much use
    for this unit. You could use it with tanks rushes to confuse the enemy.
    The radar jammer can't be seen on the enemies radar neither.

    Mobile Gap Generator. Cost :600
    ---------------------
    Strength: 110          Armor    : light
    Sight   : 4            Techlevel: 15
    Speed   : 9

    Need a Weapons factory and Allied Tech center. This is similar to the Gap
    generator, except produces a smaller gap. Basically this generates a small
    black gap on the enemies map and he can't see anything there. This unit is
    good for helping Soviet team mates, its's got quite a wide gap. Also good
    if you want to surprise them enemy with some weird attack, like put a
    Tanya under the gap or just send one in so the enemy thinks you are
    planing an attack. (New!) Use with your tank rushes 2-3 of them so the
    enemy cant see how many tanks you have or they think you got more than you
    have.

    APC. Cost :800
    ----
    Weapon  : M60mg       Armor    : heavy
    Strength: 200         Passengers: 5
    Sight   : 5           Techlevel : 5
    Speed   : 14

    Need a tent and Weapons factory to build. Ahh the good old APC, this unit
    is fast and tough. Ever wonder how you gonna carry all the Allies sneaky
    new infantry (Thief's, spies, Tanyas) well this is the answer. Pack some
    Tanya's into an APC run the APC into the enemies base and start blowing
    stuff up. The APC's are fast enough to get past the tesla's and Tanya's
    can move past the flame turrets. Send in two or three APC's and put some
    Rifle soldiers in the extra ones for fodder. APC are also good for
    infantry and can last long. Very good for scouting as well. Hey they can
    even still squish well :) . Also can be used with tanks if you put some
    Rocket soldiers in them.

------------------------------------------------------------------------------

2.3 Buildings.
    ==========
    Construction Yard. Cost :2500
    ------------------
    Strength: 800          Armor   : Wood
    Sight   : 5            Power   : 0

    Need this building to build all other buildings, get one free at the
    beginning if you play with bases on, but most people do. Its pretty strong
    and doesn't lose a lot of hitpoints against the nuke. Uses no power so
    don't even think of selling it if your low on power to get power. Lose
    this and you wont be able to build anything. Protect it!!

    Power plant. Cost: 300
    ------------
    Strength: 400      Armor    : wood
    Sight   : 4        Techlevel: 1
    Power   : 100

    Sole purpose to produce power. Quite weak and very small. Build this
    immediately after Consyard.

    Ore refinery. Cost :2000
    -------------
    Strength: 900     Armor    : wood
    Sight   : 6       Storage  : 2000
    Power   : -30     Techlevel: 1

    Need power plant to build. Set up 2 or 3 of these nearest to the ore
    fields, try leave some space around the refinery to make less traffic.
    Guard the refineries, lose these you want be getting any money.

    Advanced Power plant. Cost :500
    ---------------------
    Strength: 600         Armor    : wood
    Sight   : 4           Techlevel: 8
    Power   : 200

    Need a power plant to build. Bigger, less expensive than 2 power plants
    for the same amount of power. One Advanced power plant is easier to kill
    than two small power plants so balance the power plants out. DO NOT put
    power plants together its the perfect target for nukes.

    Tent. Cost :300
    -----
    Strength: 800         Armor    : wood
    Sight   : 5           Techlevel: 1
    Power   : -20

    Need power plant. Tent is the where you produce all your infantry. They
    are cheap and strong so build 2 or more to pump out your infantry faster.
    At the beginning people like to send in infantry attacks or scouts, so be
    sure to place the tent straight after your first power plant.

    Naval Yard. Cost :650
    -----------
    Strength: 1000        Armor    : light
    Sight   : 4           Techlevel: 3
    Power   : -50

    Need power plant. To be built the sea must be within 8 squares, which is
    pretty close. Produces all navy units. Building is strong with decent
    armor. Build up a navy early to surprise the enemy.

    Pill box. Cost :400
    ---------
    Weapon  :Vulcan       Damage      : 40
    Strength: 400         Weapon Range: 5
    Sight   : 4
    Power   : -10

    Need a tent to build. Very good anti-infantry weapon, place this one
    nearer to the middle and back of your base, because it is weaker than the
    Cammo pillbox. Also good for light armored vehicles. Soviets like to drop
    their paratroopers ever so often so be prepared. I prefer the cammo
    pillbox for 200 extra you get 200+ hitpoints and its difficult to see,
    plus the cammo has a larger sight range. But you don't need a strong
    pillbox at the back of your base since the paratroopers are the only ones
    that normally get there.

    Camouflaged pillbox. Cost :600
    --------------------
    Weapon  : Vulcan       Armor       : wood
    Strength: 600          Techlevel   : 3
    Sight   : 5            Damage      : 40
    Power   : -10          Weapon Range: 5

    Same as pill box, but it's well camouflaged with the terrain, and 200 more
    hitpoints. Place the cammo box on the outside of your base because they
    are stronger and are probably gonna get pounded on by tanks.

    Turret. Cost: 600
    -------
    Weapon  : Turret gun      Armor       : heavy
    Strength: 400             Damage      : 40
    Sight   : 6               Weapon range: 6
    Power   : -40             Weapon speed: 40

    Need tent to build. Turrets are the best base defense against tanks we
    got. Build them and lots of them. 4-6 do well at each entrance, with one
    or two pillboxes. Unfortunately you can build walls near them because
    they'll shot em down, but with a lot of tanks and some rocket soldiers you
    should be safe. They also use up more power than people think, same as the
    radar dome.

    War factory. Cost :2000
    ------------
    Strength: 1000        Armor    : light
    Sight   : 4           Techlevel: 3
    Power   : -30

    Need a Refinery to build. You need to build 2 or more early to start
    pumping out those tanks and harvestors. The War factory is strong, but
    take a bit long to build. Produces all the vehicles in the game.

    Radar dome. Cost :1000
    -----------
    Strength: 1000      Armor    : wood
    Sight   : 10        Techlevel: 3
    Power   : -40

    Need a refinery to build. Personally i can't play to well without this
    building. It open up a link with your satellite and shows you the map,
    the areas you have scouted and the areas you havnt is plain black. Also
    shows everybody else playing, with their according colors. Push U to
    toggle the map modes.

    Ore Silo. Cost :150
    ---------
    Strength: 300      Armor    : wood
    Sight   : 4        Techlevel: 1
    Power   : -10      Storage  : 1500

    Need refinery. Stores an extra 1500 ore. Build em because when your
    fighting you always seem to forget about your money and if you don't have
    extra space all the money you mine will go to waste. Silo's are cheap and
    can be used to space out your buildings a bit more.

    Service Depot. Cost :1200
    --------------
    Strength: 800        Armor    : wood
    Sight   : 5          Techlevel: 3
    Power   : -30

    Need a weapons factory. Repair all vehicles for 20% of the cost. Reload
    mines for mine layers. Can repair multiple vehicles.

    Allied Tech center. Cost :1500
    -------------------
    Strength: 400       Armor    : wood
    Sight   : 10        Techlevel: 7
    Power   : -200

    Need a weapons factory and a Radar dome. This building charges your GPS
    satellite for 8 minutes, then launches this nuke like thing into the air,
    then you can see the whole map. It also lets you build advanced buildings.
    Its weak and uses a lot of power, so put it in the back of your base,
    because if you loose this building them you loose your whole map, EVEN the
    areas you have scouted Not nice. It works even if your power goes down
    though which is good, and you don't need your comm center anymore so you
    can sell it. (New!) Good idea to build two since people are now going for
    this building and they know it will disable you. Put a mobile gap there
    so they cant send a spy plane over and see it.

    Anti-Aircraft gun. Cost :600
    ------------------
    Weapons : Double ZSU-23   Damage      : 35 x2
    Strength: 400             Weapon Range: 6
    Sight   : 6               Armor       : heavy
    Power   : -40             Techlevel   : 5

    Need a Radar dome. Very good for Migs and Yaks, ok for hinds. Use quite a
    bit of power, but have good armor. Fast firing Anti-Aircraft Gun. Use
    Rocket soldiers to take out Helicopters instead. They also wont operate
    when low on power. Weak two Migs can take it down, but then two migs can
    take out most stationary base defence.

    Helipad. Cost :1500
    --------
    Strength: 800      Armor    : wood
    Sight   : 5        Techlevel: 10
    Power   : -10

    Need a radar dome. Takes long to build, get a free Longbow helicopter.
    Strong and cheap for what you get.

    Chronosphere. Cost :2800
    -------------
    Strength: 400      Armor    : wood
    Sight   : 10       Techlevel: 15
    Power   : 200

    Need Allied Tech center. Chronosphere charges a chronoshift. Uses a lot
    of power and is a weak building. Very expensive as well.

    Chronoshift
    -----------
    Charges quickly every 3 minutes, then you may select any vehicle and
    teleport them to any part of the map you can SEE, cannot be teleported to
    dark areas of them map. Every so often it may produce a Chronal vortex
    which destroys anything its sees. Get rid of it by sacrificing 5 Rifle
    soldiers. Uses: Shift an arty into someones base and start attacking their
    buildings, if a harvester is getting attacked shift it back to base, shift
    your Cruiser if you have one is probably the best thing to do since
    cruisers are so slow. You can Chronoshift your allies as well. You cannot
    shift live matter so dont try fill an APC with Tanya's and shift it
    because you will lose them. (New!) After a unit has been chronoshifted
    somewhere he will be chronoshifted back.

    Gap generator Cost. :500
    -------------------
    Strength: 1000       Armor    : wood
    Sight   : 10         Techlevel: 10
    Power   : -60

    Need an Allied Tech center. This baby rocks, it generates a big black
    area on the enemies maps, many people complain about this advantage. It
    should be placed on the edges of your bases has a large radius, cheap and
    is strong. Also disables frequent Air assaults, you can't attack what you
    can't see. Uses a lot of power, and when you are low powered they go
    offline and the enemy will be able to see your base if they have already
    scouted there, you first of all feel kinda naked + the enemy knows your
    low powered. (New!) Put Mobile Gap generators under the base Gaps to that
    the enemys Spy planes cant see through it. Make much wider Gaps than your
    actual base extends by spacing them out with Silo's then placing Gaps on
    the end, really errortates people.

    Nuke Silo. Cost :2500
    ----------
    Strength: 400      Armor    : heavy
    Sight   : 5        Techlevel: 15
    Power   : -100

    Need an Allied Tech center. Weak building, needs a lot of power, quite
    easy to take out. Holds a nuke.

    Nuke.
    -----
    Charges for 14 minutes same time as iron curtain, then select an area on
    the map to launch the nuke at. Very good for amassed power plants next to
    each other. doesn't destroy much except for power plants and very weak
    buildings. Don't even try the cons yard, unless you got a follow up attack
    Also still good for infantry and light armored vehicles, almost useless
    against tanks. Refineries randomly go down with one hit, so the nuke might
    do random damage.

    Navy.
    -----
    The Allies have a very powerful navy, meanwhile the Soviets have none,
    except Sub-marines to defend against it.

    Gun boat. Cost :500
    ---------
    Weapons : 2 inch,Depth charge        Armor              : heavy
    Strength: 200                        2 inch Damage      : 25
    Sight   : 7                          2 inch Range       : 5.5
    Speed   : 9                          Depth charge damage: 45 
                                         Depth charge range : 5

    Cheapest and fastest ship. Good to have 3 or 4 for the subs. Their depth
    charge is for the subs and their 2 inch is for land, 2 inch is really weak
    and pretty useless. Depth charge is pretty good for subs.

    Destroyer. Cost :1000
    ----------
    Weapons : Stinger, 2xDepth charge     Armor              : heavy
    Strength: 400                         Depth charge damage: 45
    Sight   : 6                           Depth charge range : 5
    Speed   : 6                           Stinger damage     : 30
                                          Stinger Range      : 6

    Use the Destroyers to defend the cruisers, destroyers have very good air
    defense and a double depth charge for Subs. They last pretty long and have
    ok speed. Stinger can be used to attack land and air.

    Cruiser. Cost :2000
    --------
    Weapon  : Double 8 inch        Armor        : heavy
    Strength: 700                  Weapon Damage: 500 x2
    Sight   : 7                    Weapon Range : 22
    Speed   : 4

    Need Allied Tech center and Ship yard. The biggest ship in the Allies navy
    the Cruiser. They are expensive, slow, can barely defend themselves
    against Subs or air attacks. Good side, they are worth it, got other ships
    for defense and have huge range and damage. If it hits a building properly
    its a goner. Its got good armor and a lot of hitpoints. Good idea to
    Chronoshift the cruisers near the enemies base. Read bug area for a cool
    little speed up trick. Also good for infantry since its got an arty type
    gun.

    Transport. Cost :700
    ----------
    Strength : 300      Techlevel : 1
    Sight    : 6        Passengers: 5

    Transport any units max 5 across the sea. They are fast and if you fill up
    5 APC's with any 5 units in each, you can transport 30 not 25. Most people
    wouldnt expect this attack so its very tricky.

    Air Force.
    ----------
    Allies don't have a large air force like the Soviets, but its simple build
    Longbow's and Longbows rule anyway.

    Apache Longbow. Cost :1200
    ----------------
    Weapon  : Double Hellfire     Armor     : heavy
    Strength: 125                 Damage    : 40 x2
    Sight   : 0                   Ammo      : 6
    Speed   : 16                  Techlevel : 10

    Apache Longbow comes with the Helipad. Longbows are strong and fast. They
    last long against Sam sites and can do a lot of damage. Use more than 3 or
    rather don't use them at all. They are also very good for Harv attacks.

    Transport helicopter.
    ------------
    Allies do not have transport helicopters. ( Mistake corrected)

    Fakes. Cost :50
    ------ 
    Fakes building are building that don't function in anyway except to be
    decoys to the enemy. They are cheap and can be good decoys. They can be
    very offputting aswell, for example if you build a fake Ship Yard the
    enemy might start building Subs and waisting his money. They are weak and
    only usefull against one time attacks mainly like the parabombs or Migs.

==============================================================================

3.  Soviets.
    ========
    Soviets the Strong, the ruthless with unstoppable tanks. Strong base
    defense and simplistic units and buildings. There's no argument they will
    win if their tank army is allowed to be built up. And with their large
    air force who can stop them.

    ALL prices for Soviets are taken from the Russians and not the Ukranes
    since 90% of the people i know play with Russians, because they are
    cheaper, Ukranes are only faster.

------------------------------------------------------------------------------

3.1 Infantry.
    ---------
    The Soviets have some nice anti-infantry infantry, grenadiers and flamers
    are still cool.

    Rifle soldier. Cost :90
    --------------
    See Allies.

    Grenadiers. Cost :144
    -----------
    Weapon  : Grenade      Damage      : 50
    Strength: 50           Weapon Range: 4
    Sight   : 4
    Speed   : 5

    Grenadiers are still one of the best infantry. They are fast, good for
    scouting early in the game. Ok for tanks, good for buildings in groups.
    Take out most infantry in 1-2 shots. Grenade is a bit slow and can be
    dodged. Don't bunch grenadiers because they now explode.

    Flamethrower. Cost :270
    -------------
    Weapon  : flamer        Damage      : 70
    Strength: 25            Weapon Range: 3.5
    Sight   : 4             Techlevel   : 2
    Speed   : 3

    Need a Soviet Tech center. The flamer are slow and expensive, i advise you
    not to build to many. Good for infantry and buildings. They also still
    explode so don't group them. Take out most infantry with one shot. (New!)
    Good strat is to put 5 Flamers into a Transport or Chinook land them in
    the enemies base and go for a building, they are REALLY good for buildings
    they fire fast and do alot of damage to building, but if theres any
    resistance they will die.

    Engineer. Cost :449
    ---------
    Read Allies.

    Tanya. Cost :1078
    ------
    Read Allies.

    Dogs. Cost :180
    -----
    Strength: 5        Damage : 100
    Sight   : 5        Range  : 2.2
    Speed   : 4

    These little pups are needed if your playing against an Allied player, who
    loves Tanya's, thieves and spies. Spread 3-5 around your base and put them
    on guard using G. They can sniff out spies from far and they kill all
    infantry with one bite. They are weak and can only take one or two hits.
    They are fast but, don't attack someone standing still they will kill you
    before you get there. When you tell the dogs to attack a unit, the dog
    runs at twice the speed. Best unit for Rocket soldiers.

------------------------------------------------------------------------------

3.2 Vehicles.
    ---------
    Soviets have extremely powerful tanks, V2's are cool Mammoths are ok.

    Heavy tank. Cost :854
    -----------
    Weapon  : Double 105mm       Damage      : 30 x2
    Strength: 400                Weapon range: 4.75
    Speed   : 5                  Techlevel   : 4
    Sight   : 7

    This is the main tank used by Soviets players. They are strong, fast and
    do a lot of damage in groups, so u get your moneys worth. Use in groups of
    about 6-10 anymore becomes a waist, because some of them lag behind and
    don't end up shooting till its to late. Go for the important buildings,
    use them with V2 Rocket launchers for full effect. The Heavy tank is
    slower than all the Allies tanks so try not to be caught off gaurd, leave
    some tanks in your base and others guarding your harvs in the ore fields.

    Ore truck. Cost :1258
    ----------
    See Allies.

    Mine layer. Cost :719
    -----------
    Weapon  : Anti-personal mines    Damage   : 1000
    Strength: 100                    Techlevel: 3
    Sight   : 5                      Speed    : 9

    Need Weapons factory and Service depot. Anti-personal mine layers do the
    same as the Allies At minelayers, except the ap mines are only useful on
    Infantry. You can hit tanks and other vehicles but it barely scratches the
    paint. Lay them near your base around important buildings to protect
    yourself against Tanya, thief and engineer attacks. Can lay 5 mines at a
    time and reload on the repair bay.

    V2 Rocket Launcher. Cost :629
    --------------------
    Weapon  : Scud           Damage   : 600
    Strength: 150            Techlevel: 4
    Armor   : light          Range    : 10
    Sight   : 5              Speed    : 7

    Need a Weapons factory and a Radar dome. The V2's are cool units, build
    about 3-5 of them and send them in with your tank rushes. Keep them far
    behind so the enemy doesn't spot them, he will then concentrate on your
    tanks while your V2's destroy his buildings. They are fast so don't let
    them get ahead of the tanks. They have a far range and do huge damage to
    buildings. They also have a LONG reload time, this is when they are
    vulnerable and even a Rifle soldier can take them down. They can squish
    infantry. Note: It is much better to group them seperately from the tanks
    since you want to use them on building and not other tanks.

    Mammoth tanks. Cost :1527
    --------------
    Weapons : 120mm, Mammoth tusk   Damage      : 40
    Strength: 600                   Weapon range: 4.75
    Sight   : 6                     Armor       : 6
    Speed   : 6                     Techlevel   : 10

    Need Soviet Tech center. Biggest Soviet tank, strong, hits air and land,
    good for infantry because uses Mammoth tusks. Expensive and slow though.
    It heals itself up to half which helps with the offensive side. Not a good
    idea to build to many or send them in by themselves. Only build a few to
    send in with heavy tanks. Air Defense is pretty weak and useless.

------------------------------------------------------------------------------

3.3 Buildings.
    ----------
    Power plant. Cost :270
    ------------
    See Allies.

    Concrete wall. Cost :90
    --------------
    See Allies.

    Barb Wire. Cost : 22
    ----------
    Twice as strong as sandbag. Good to keep infantry out of base. Walls were
    made to keep the guys from running through your base not to protect
    buildings.

    Refinery Cost. :1797
    --------------
    See Allies.

    Advanced Power Plant. Cost :449
    --------------------
    See Allies.

    Barracks. Cost :270
    ---------
    See Allies.

    Sub pen. Cost :548
    --------
    Strength : 1000         Techlevel : 5
    Armor    : light        Power     : -30
    Sight    : 4

    Produces Subs and transports, their only defense against Allies Navy.
    Strong building, think its the only one that 6 Migs cant take out.

    War Factory. Cost :1797
    ------------
    See Allies.

    Radar dome. Cost :898
    -----------
    See Allies.

    Silo. Cost :135
    -----
    See Allies.

    Helipad. Cost :1348
    --------
    Same as Allies except you get a hind with a chain gun, and you can produce
    Chinook transports.

    Surface to Air Missile launcher(SAM). Cost :674
    -------------------------------------
    Weapon  : Nike            Damage      : 50
    Strength: 400             Weapon range: 7.5
    Armor   : heavy           Techlevel   : 9
    Sight   : 5

    Need Radar dome. Over all good air defense, strong rapid fire with long
    range. Use with rocket soldiers though. Good armor and hitpoints.
    Used for attacking air only.

    Service depot. Cost :1078
    --------------
    See Allies.

    Airfield. Cost :539
    ---------
    Strength: 1000       Techlevel: 4
    Armor   : heavy      Power    : -30
    Sight   : 7 

    Need Radar dome. Gives a landing spot for Migs and Yaks. Strong building.
    I build it most of the time just to get a Free Spy plane and free
    paratroopers.

    Spy plane.
    ----------
    Charges quickly after 3 minutes. Use to scout the areas where your enemies
    are. Fast flying plane that opens a wide gap on the map so you can see.
    I've never seen anyone take it down, but it wouldn't make a difference
    anyway.

    Paratrooper.
    ------------
    Charges every 7 minutes about after every 2 spy planes this should almost
    be ready. You can drop 5 Rifle soldiers out of a plane anywhere on the map
    except the sea. If you try drop it in a place where is shouldn't be
    possible it will send it to the closest possible place. As the rifle
    soldiers are falling they can be fired on. Use them to drop in the enemies
    base and go for weak buildings like power plants. Also drop in enemies
    ore fields and go for harvester, Rifle men do better than you probably
    think here.

    Flame tower. Cost :539
    ------------
    Weapon  : Fireball launcher     Damage      : 125
    Strength : 400                   Weapon range: 3.5
    Armor   : Heavy                 Techlevel   : 4
    Sight   : 6                     Power       : -40

    Need a barracks to build. Perfect for infantry, ok for tanks. They are a
    bit short ranged, but they got a wide spread fireball. Put them all over
    your base, including the insides of your base. Pity that most of the
    infantry if fast enough can run right towards the turret without dying,
    they will die once they have stopped running though. Last long, good armor

    Kennel. Cost :180
    -------               
    Strength: 400         Sight    : 4
    Armor   : Wood        Techlevel: 2
    Power   : -10

    Need a barracks. Small building, produces dogs.

    Soviet Tech Center. Cost :1348
    -------------------
    Strength: 600         Sight    : 4
    Armor   : Wood        Techlevel: 2
    Power   : -100

    Need a Weapons factory and Radar dome. Uses a lot of power. Lets you build
    advanced buildings( Nuke and Iron Curtain). Allows you to build Tanya's,
    Flame throwers and Mammoth tanks and Tesla coils. Sell STRAIGHT after you
    build it, you don't need it at all, you can still build everything new
    that it gave you and besides it takes a lot of power.

    Missile Silo. Cost :2246
    -------------
    See Allies.

    Tesla coil. Cost :1348
    -----------
    Weapon  : Teslazap          Damage      : 100
    Strength: 400               Weapon Range: 7.5
    Armor   : light             Shots       : 3
    Sight   : 6                 Techlevel   : 7
    Power   : -150

    Need Soviet Tech center. Good base defense works best in twos. Build walls
    around them they are very weak. They got long range and are quite
    powerful. Their firing works like this, they get three shots, if they are
    going for a tank they build up all three shots and shoot all at once at
    the tank or can be used to kill three infantry. They take a lot of power
    and go offline if there's none.

    Iron curtain. Cost :2516
    -------------
    Strength: 400        Power    : -200
    Armor   : Wood       Techlevel: 15
    Sight   : 10

    Need Soviet Tech center. Weak building and Uses a lot of power. Hold the
    Iron Curtain.

    Iron Curtain.
    -------------
    Charges up for 14 minutes same as nuke, then you can use it on any unit or
    building to make it invulnerable for 45 seconds. My advice is to keep it
    till you need it e.g When yours cons yard is about to go down or when one
    of your harvs full of Gems is almost dead and being attacked. Also good
    you can use it on Tesla coil or send in a V2 rocket and when it gets
    attacked then use it. Would be nice for a allies Cruiser.
    (New!)
    Simple one that i forgot, put units into a transport heli and iron curtain
    it, then send it straight through the enemies air defence.

------------------------------------------------------------------------------

3.4 Air Force.
    ----------
    Soviets have a larger choice of air force units, with the Migs for armor
    and buildings, Yaks for Infantry and buildings and the Hind for buildings
    and infantry.

    Mig. Cost :1078
    ----
    Weapon  : Double Mavericks      Damage        : 50 x2
    Strength: 60                    Weapon Range  : 6
    Armor  : light

    Very good in groups of 6-8. Fast and good against stationary objects.
    Good for buildings, 6 Migs can take any building Except the Sub pen.
    Useless for infantry, Migs are actually better for armor than wood, most
    people just think 6 Migs to a building, what about 6 Migs to a Harvester?
    They are weaker than some infantry and AA-guns eat them up! (New!) Amount
    of Migs needed for certain buildings:

    2 Migs.
    -------
    Turret, aa-gun, flame turret, Tesla coil, Sam site, Nuke silo.

    3 Migs.
    -------
    Power plant, pillbox, Allied Tech centre, Silo, Chronosphere.

    4 Migs.
    -------
    Nothing but the above

    5 Migs.
    -------
    Avd power, barracks, war factory.

    6 Migs.
    -------
    Cons yard, refinery.

    Yak. Cost :719
    ----
    Weapon  : Double Chain gun        Speed    : 16
    Strength: 60                     Techlevel: 1
    Armor   : light                  Damage   : 40 x2

    Overall these guys aren't too good. Ok for buildings and infantry. Aim
    behind the actual target, not to far behind, because they fire to early.
    Use only in groups of 4-6, they can take down buildings better than Migs.
    Slow, weak and take a long time to rearm. Cheaper than Migs.

    Hind. Cost :1078
    -----
    Weapon  : Chain gun          Damage      : 40
    Strength: 125               Weapon Range: 5
    Armor   : Heavy             Techlevel   : 10
    Speed   : 12

    Good for units and buildings. Hover over target and fire, have a lot of
    ammo. Use like Apache in Old c&c, buildings and harvs. Last long against
    AA-guns, takes long to build.

    Chinook. Cost :1078
    -------------
    See Allies.
    Have less use for it than Allies.

------------------------------------------------------------------------------

3.5 Subs.  Cost :854
    -----
    Weapon  : Torpedo        Damage      : 90
    Strength: 200            Weapon range: 16
    Armor   : light          Techlevel   : 6
    Sight   : 6              Speed       : 6

    Subs are strong, faster than most ships. They can outrange the ships a lot
    of the time, their only use is defense against the Allies strong navy.
    Use is small groups of about 2-4. They are invisible until they attack or
    they are hit. The Sonar pulse will show the position of all your Subs.

    Transport. Cost :629
    ----------
    See Allies.

------------------------------------------------------------------------------

4. Keys and Hotkeys.
   =================
   T = Repair
   Y = Sell
   Q = Set way points by holding down Q and pushing all the points you want to
       go to( Cannot end in an attack :(  ) (New!) Air units cannot use
       the waypoints.
   ESC = Menu
   N = Scroll foreward through units
   B = Scroll back through units
   G = Guard
   X = Scatter
   U = Toggle comm center
   F1-F8 = Message other players F1 is for everyone, F2-F8 individuals
   S = Stop
   H = Back to base
   Home = Go's to currently selected unit
   F = Formation, units go back to original formation
   ALT+CTRL = Guard unit or building, if buildings or units is attacked unit
              will fight, units also follow the unit it is guarding if it is
              moving.
   E = All units
   A = Click on the guy you want to allie with and push A.
   ALT- F9-F12 = To mark places on the map, then push the button without the
                 Alt to go back there. 

------------------------------------------------------------------------------

5. General Strategies and things to know.
   ======================================

   Use silo's as the old spider formation.

   BUILD LOTS AND LOTS OF TANKS.

   Put mines in enemies ore field.

   Go for harvester.

   Watch your harvester.

   Never forget to repair.

   Repair structures while fighting.

   If you have a lot of units consider multiple groups instead of one big
   group

   Multiple sided attacks are hard to defend against.

   Use X for scatter WHILE fighting, be it tanks or any units it helps A LOT.

   DO NOT group Power plants.

   Always have excess power.

   Remember to repair damaged harvester.

   Scout early.

   Make is harder for enemies to send in many units buy Breaking nearby
   bridges and then laying mines on the only other ways in.

   Try some early attacks,  like build many infantry most people only expect
   tank rushes, so send it about 20 units at a time, i doubt he will be
   prepared for it and he wont get a chance to build tanks.

   Low power the guy at the beginning and he will have NO chance.

   Build many harvesters, there's not really such a thing as too many harvs.

   Nukes take out power plants easily.

   Good strat is to attack the enemies harvester with 4-6 tanks from the one
   side he'll rush over to defend them, then you attack from the other side,
   this has worked very well for me.

   If you want to errortate someone try this, take any unit that can fire,
   preferably one that has a fast fire rate and force attack the ground, first
   he'll probably check his base, then his harvester, then he'll probably
   message you if he doesn't see the unit, quite funny.

   If you want to hamper transports landing on your shore, lay mines along the
   shore.

   The enemies Base is Normally on the exact opposite side of the map.

------------------------------------------------------------------------------

6. Allied strategies.
   ==================
6.1 Allied offence.
    ---------------

    Engineers       :If you start with 3 or more units you will get an APC,
                     then quickly build a barracks build 4 engineers put them
                     in the APC and go to the guys base and take over his cons
                     yard.

    Normal strategy : Build Cons, Power, power, Barracks - then start pumping
                      out Rifle soldiers for scouting and defense, War factory
                      War factory, Refinery, Advanced power plant, Radar dome,
                      Tech center -sell radar dome , War factory, small power.
                      Typical way to build. Units - Build Harv, tank, harv,
                      tank , tank harv, then carry on with tanks and a few
                       APC'S and artys.

   Tank rush       : Cons , power , power , barracks -build rifle soldiers,
                     refinery, war factory, war factory , Adv power, refinery,
                     war factory, power, silo, silo,comm if you want.
                     Units - tank, harv, tank,harv, tank, tank, tank,harv then
                     just carry on building tanks. Send them to the enemies
                     base and before you go in try take out his harvester.

   Tanya           : Cons, power, power,barracks, refinery, Radar,weap fac,
                     Tech center, Avd power. Units - When you get the barracks
                     build 5 Rifle soldiers and send 1 to each cornet, which
                     means you have two left,when tanya's are ready build 3
                     tanya's. As soon as you get the War fac build like this,
                     Harv, APC, APC. Then you should have two APC's 3 Tanya's
                     and 2 Rifle soldiers, Pack them all into the one APC,
                     then send it to the guys base that you should have found
                     with the Rifle soldiers at the beginning. Go for Power
                     plants, then refinery, but don't be to fussy go for
                     what's closest. You'll have to act fast because the guy
                     will hear your Tanya's and start building defense. Use
                     the spare APC to scout his base before.

  Rifle soldier 'em : Cons, power,power, barracks, barracks, barracks,Ref ,
                      Ref , ref, silo , silo. Units - Build 10 Rifle soldiers
                      group as group one send them where u think your enemy is
                      usually the totally opposite, e.g. if your bottom left
                      hes probably top right. Carry on building another 10 as
                      group 2, then build 20 as group three. Go for POWER
                      that's it Rifle soldiers are good for power plants and
                      plus if you take out all his power hes dead. This works
                      very well against tank rushers. By the time he has only
                      built a few things. Try it, it works.

  Mighty Cruiser     : Cons, power, power, barracks,ref, weap, radar, Adv pwr,
                      tech center, Ship yard, ref. Units - As soon as you get
                      you first Cruiser send it in straight away and try go
                      for his power then cons.

  Light tank strat  : Cons, power, power, barracks, ref, weap, weap, ref,wep.
                      Units - Harv, light, light, light, harv, build another
                      5 light tanks, send them in and only go for his
                      harvester. I don't know why they kill harvester so
                      quick, maybe because of their fast fire rate.

6.2 Allied defense.
    ---------------

    5 grenadiers     : Soviet players like to build 5 grenadiers at the
                       beginning and send them to your base to scout and take
                       out your small power plant. Defense: Place Rifle men
                       to the entrances of your base, 2-3 is fine and put them
                       on guard. If your lucky you will hit one of the
                       grenadiers and he will explode killing the others. Also
                       very important, build two power plants on either side
                       of your base at the beginning.


    Tank Rush         : One of the hardest things to defend against, only
                        thing you can do is build many tanks yourself. Turrets
                        do quite well here and a few rocket soldiers. If you
                        know someone is gonna tank rush mix your units
                        between light and heavy tanks.

    V2 to power plant : Again the Soviets can try to take out your small power
                        plant with a V2 rocker launcher. Just build two again
                        and this only really works if you start with 3 units
                        or more, to build a V2 would take long and u would
                        have defense by then.

    6 Migs to the Cons : In a long game Soviet players like to build up six
                         Migs and attack building, usually going for your Cons
                         yard first and it will be taken out. Build two Cons
                         yards the real one and a fake one or two, Migs can
                         only make a one round attack. Build gaps then they
                         will have to send spy planes and then attack your
                         Cons yard and they might even hit your Fake by
                         mistake. They might then believe u don't have a cons
                         yard anymore. Build a few AA-guns best for Migs.

    Migs to harvester  : 6 Migs to a harvester can be fatal, if your
                          harvester is moving then you are lucky and the Migs
                          will take off little health. To guard against the
                          Migs build 3 rocket soldiers and an APC and hold
                          down alt-ctrl and klick on the harvester, this will
                          make them follow and guard the harvester. If he
                          attacks and even loses one Mig, he will have lost
                          1000 or so.


    Overall tanks are the safest and best Offence and Defense so build lots
    of them. Use pillboxes for The soviets Paratroopers, don't even bother
    about trying to build defense against the spy planes. (New!) put rocket
    soldiers in APC's with rushes, use rocket troops for harvs and light tanks
    for harvs aswell. 

==============================================================================

7.  Soviet Strategies.
    ==================
7.1 Soviet Offence.
    ---------------

    5 Grenadiers        : Build a barracks immediately and then build 5
                          grenadiers. Send them to the enemies base and attack
                          the enemies Power plant. If he only had one its game
                          over. If he had more then hes probably fine. Its not
                          to expensive so it would be fine to do it in every
                          game. Can use more grenadiers, but would become
                          expensive.

    V2 Rocket to power  : If you start with three units or more send them in
                          then when you get to the base use the V2 on their
                          small  power plant, and if they have another use
                          whatever else u have to take it out. They might
                          as well give up if they don't have any power plants.

    Tank Rush           : Cons, power, power, Ref, War fac, War fac, Adv power
                          Ref,War fac, Radar - for V2's, War fac. Units order-
                          Tank, Harv, Tank, tank, harv, tank,tank,harv, then
                          carry on building tanks and 3 or 4 v2's. Attack at
                          the beginning once you got 8 tanks that's all you
                          need to take out a cons yard. Then just keep on
                          building more tanks. Note: This IS the most
                          devastating and safest attack to do for both sides.

    6 Migs for offence   : Build up six Migs and go For the Enemies Cons yard.
                           Then after that go for his harvester, if he has
                           rocket soldiers or AA-guns its not even really
                           worth it unless you take then out first from the
                           ground or use Apaches. Note: Yaks are cheaper and
                           better for building.
    (New!)
    Flamers              : Build 5 flamers and send it down to the enemies
                           base and go for power plants or any buldings, or
                           put them in a transport or chinook.

    Use paratroopers to go for power plants. Always build an airstrip even
    if your not going to build air units, you get a free Spy plane and some
    paratroopers.

7.2 Soviet Defense.
    ---------------

    Engineers             : If you start the game with three units the Allies
                            get an APC and most players would put 4-5
                            engineers into the APC straight away and send it
                            to your base and take over your cons yard. All you
                            need to do is put a few infantry around your cons
                            yard and your two tanks that you will get to take
                            care of the APC.


   Tanya's                : This gets hard, if he sends in five Tanya's the
                            only good defense is infantry, lots of rifle
                            soldiers, flame turrets wont help much at the
                            beginning of the attack but will help when she
                            has stopped moving. Use dogs as well. You are
                            always forewarned by Tanya's laugh so be prepared.

   Rifle soldiers         : The only way to tell if the enemy is gonna send
                            in lots of rifle infantry is if you scout, but
                            since he can build infantry straight away it
                            becomes difficult. He will probably go for your
                            power, use flame turrets they work very well here
                            and put it near your power plants. Have another
                            ready to place down where he might send all his
                            infantry. If he doesn't do it early then he
                            probably wont at all.


   Cruisers                : Cruisers are easily taken out by Subs, so if you
                            know for sure that the enemy is gonna just use
                            Cruisers build a few subs and send them to the
                            enemies base to take out the Cruisers while been
                            built, if the enemy has built other ships which
                            is usually unlikely then just build more Subs. The
                            point is don't let the Cruisers get even near your
                            base so don't leave the subs wondering close to
                            your base area.


   Tesla coils are good for everything, guard with walls. Tanks are good
   offensive and defensive units. 

------------------------------------------------------------------------------

8. Player's views.
   ---------------


(spawn7@concentric.net)
Hi,
I had two suggestions for the first patch for Red Alert, the first is
could you please put in a save game option for multiplayer like you said
you were going to. And Second, I think it would be cool to be able to
transfer money back and forth between your allies' during multiplay.

Just wanted to let you know a couple things i have encountered while
playing red alert.

1.  At the multiplay host screen sometime the arrows disappear and i
have to blindly click to select an option.
2.  I have noticed that the computer in skirmish does not build Naval
Units at all.
3.  While playing modem game I am allied with a friend, I know i can use
his ore refinery's but I cant seem to use them if I don't have one
myself. Could you fix this one in a patch please. Cause sometimes I have
a ore truck but no refinery I want to be able to use my allies'
oh yeah also when I select the V2 rockets to attack sometimes they move
right up to an enemy(till they touch) then attack.

Anthony (Chapel)


(Criket@earthlink.net)
The only thing you have to do to win the game is to just build tanks,  tanks,
and more tanks. Its a pity that the whole is just all about that,  but that
is just about the only way you can win in a ladder game. If there are any bugs
in the game,  well.... lets just say that I wish the game was more than just
building "tanks".

-criket


(cybrmstr@concentric.net)
I mostly play england but that's because most of the maps i play are
water maps and england rules with those cruisers.  Also there is a spy
to get into a base to find out what hes doin as far as money and units. 
How much and what hes mostly building.  Most of the top 100 players
build nothing but 2 small powers then 2 ore factories then nothing but
weapons facilities and tanks.  After they have so many they attack.  If
u havent done the same ur history

As far as bugs are concerned havent really seen any unless in the lobby
and although a person is not scrolling the last thing that they said
keeps scrolling up the screen...weird.  But all in all RA is a great
game and most of the bugs are when you multiplay.


(rsallan@ican.net)
The fact that the allies have an APC from the start, or if 2 or less
units are used,  that all thanks.  

     HICKHACK

(ilazar@idsonline.com)
From what i've seen, if you are using a map with a lot of ore,
then play allies, otherwise play Soviets.

Here are a few strategies I've seen:

1. Allies - APC full of engineers.  Early on build four engineers and
load them into an APC, drive them into your opponents base and try to
capture or destroy a key building.

2. Soviets - Take two tanks and a v-2 early on and drive to your
opponents base, chances are he only has 1 power plant, destroy it and
he'll never recover.

3. Basic strategy, regardless of side: Build in this order - Yard,
Power, Barracks, Advanced Power, Refinery, Weapons Factory, Weapons
Factory, Weapons Factory, Refinery.  They just build lots of tanks
(along the way you should have built 3 or 4 extra harvesters.  If you
are Soviets, build a tech center so you can build mammouth tanks as
well.

Take care,
Irwin

(J.M.Groen@caiw.nl)
What i do is playing Russia. They seem to better for a couple of
reasons:
1. Their tanks rule.
2. Their v2 can kill a small power at once (good strategy at the
beginning)

Keep building those tanks. If you see your opponent not doing the same,
you just know youa re gonna win. 
Building order:
Small Power
Small Power again (very important against those V2's at the beginning)
Refinery
Weapon Fac.
Weapon Fac.
Refinery
Weapon Fac.
And the production order is:
1 tank, 1 harvester, 1 tank, 1 harvester, 3 tanks, 1 harvester and then
keep building those tanks.
IF you've got enuff money you can build other stuff if you like, but
don't waste to much on it.
JJ.


(loviatar@bc.sympatico.ca)
Hey dude

As for strategy, I find that people on the net don't use much of a strategy.
They just build tons of tanks.  It becomes a race to see who can build tanks
faster.  You never get to build any of the new units in the game.  Kind of
defeats the purpose of even coming out with a new game.  Some people don't
even build a radar dome, cause that would mean they would have to build
another power plant too, and that would just cost them a couple of tanks.
Its really stupid. Another cheap strategy is building 4 engineers right away
and taking his yard.  If you are playing one of the allies and you start
with at least 4 units, you get a APC.  Put the engineers in, and go get
his yard.  Stupid cheap tactic too.  Personally I think something should
be done to make the game a little more strategic.  Some kind of patch
maybe.  A guy sent me a letter about his idea to fix RA.  A curve that
would make buying things more expensive as you buy more and more of
them.  So, after a while, tanks would start to get really expensive. 
That would force you to use some of the other units in the game.  Not a
bad idea.  Anyway, gonna cut this off.

Good luck and fair battles

     Loviatar1

(armenia.it.earthlink.net)
Hey,
     I play Red Alert a lot!  Here are some of my strageties:
     
     1) Just crank tanks, so play soviets because there tanks only cost
$854, about $50 more than the Allies medium tank, because they have 2
cannons and are tuff to kill.  Basically, the person with the most tanks
wins.  So you want to get tanks built as soon as possible.  To do this,
try to build in this order:  Construction yard, small power plant, Ore
Refinery, War Factory, War Factory, Advanced Power Plant, Ore Refinery,
War Factory.  Try to build another harvester or two for extra $$$.

     2)  Little tricks make a difference.  Such as setting waypoints, guard
mode, etc.  Most people don't think of how important waypoints are.  For
instance, you could set waypoints for a Chinook to fly around the
enemy's base to avoids sams or AA guns, and land "in the back door", and
unload tanya's or engineers or whatever.  Most people are to lazy to do
this or either don't know how to set waypoints, and they end up losing
their Chinook and whatever was in it.  Guard mode is also veery
important.  For an example, say you put a Mommoth near your construction
yard, and set him on Guard mode.  An enemy apc comes a long and unload
with engineers.  But your not looking, you are somewhere esle on the map
planning an attack.  But since the Mammoth is on Guard mode, he will
attack the engineers.  2 rockets will kill engineers, so the Mammoth
could kill the apc and the engineers without you even knowing it.  I
have played Command and Conquer and Red Alert for a long time now, and I
seen where many people have made big mistakes by not setting certain
units on guard mode.  Also, keep your tanks grouped.  Don't attack other
tanks in single file.  They are much more effective if in groups.

     3)  Unfortunately, all Red Alert is is building tanks.  If an Allied
played just builds naval units, the Soviet player will run him over with
tanks, and once his base is out, the naval units aren't a threat (they
can be, but remember, those battleships is all he has left).  Also,
tanks are the fastest units to put you on the offensive.  For instance,
if you just crank tanks, while another guy just cranks naval units, you
will still win.  Because tanks are much faster, and more powerful than
the battleships (except for the Cruiser), you will still win, and if he
still has a bunch of batleships, just crank submarines.  If you play
Allies, use choppers to attack the ships and place turrets along the
coast line so if the battleships get to close the turret will tear them
to shreds.
     
        Well, there is just some of my strageties.
     
     
     C-ya,
     Jason
     a.k.a.- Leatherneck

(coke@post3.tele.dk)
Hi SaiX
I play as russian like most of the people in top 15. People are going for
power with the V2-launcher and the 2 tanks, with a normal setup 5-6 units.
It has not much to do with strategy, but if you want to get into the top 30
its the only way. Westwood should make a patch so that the cy is equipped
with a tower that removes a unit in 1 shot. So that it takes at least 8
tanks to kill the cy. That could bring back the strategy. Because if it
takes 8 units to kill the cy, then you also have units to kill some of the
attacking tanks. =you cant kill the cy with 8 units. Then the fight will be
for Ore instead, not who can kill the power first. Just an idea I had.

NIKE1


(ozeki@kapun.aa.eunet.de)
Hi

I play the Soviets this side have more tank power and 
defense....

more fun to play is german side..........

taktik is build fast tanks end destroy all

,,,,and all other i do i see this in the battle,,,

bey Ozeki


(davev@chesco.com)
Hi SaiX,
  I play Russia and build as so:
    power, Advanced Power,barracks,Refinery,Factory,Advanced Power,
Factory,Factory,
Refinery, and if game not over Tech Center,  all the while pouring out
heavy tanks
Hope this helps.
   Inferno


(davelathrop@sprintmail.com)
I always vary my attack. In other words i try something different every 
time. My favorite attack is the wandering v2's early in the game to 
take out the power plant. or the 10-15 apc's with a tanya in each.  tank 
rushes are the most effective but have very little finesse. I have 
tried several others as well and have been successful with many differnt 
ways. My personal favorite is 6 Migs to the construction yard.
     
                                yoyo


Thanks for the input guys, if you would like to add to this E-mail me.


(New!)

kenneth@ns.applause.no (Kenneth)
    HOW TO CRUSH YOUR OPPONENT AT RA!
                               Building procedure (On an custom map:)

                      1.  P.P.
 2.  BAR.
 3.  P.P.
 4.  ORE REF.
 5.  WEAPON F.
 6.  ORE REF.
 7.  ORE REF.
 8.  A.P.P.
 9.  WEAPON F.
  10.ORE REF.
  11.WEAPON F.
  12.ORE REF.
  13.WEAPON F.
   

   Always control your tanks, move the tank which gets fired on.
   Try to take out your opponent's base with minigunners. Build 20 at the start of the game. Go around and behind his base. Use tanks to trick him into leaving his base. 
  xShoot at the tanks with lowest health. Change target if he moves his tank. Re-target that tank in about 10 sec. He have  probably stopped  moving the tank by then.
   Always protect your ore trucks and CY. Be aware of guerilla
   attacks from your opponent. Place an engineer near your CY just in case. 
   Try to take out your opponent's ore trucks and CY without loosing too many tanks.
   Never build anything else than heavy tanks! A few minigunners at the beginning are a must though.
   Never build ore trucks. Only tanks should be produced in weapon facs.
   Build your base towards your opponent.
   Look for valuable gems.
   Attack your opponent if you got 2-3 more tanks then him and the distance between you are short. If the distance is long, he'll have 2-3 MORE tanks to you when you get to his base.
  xKeep your tanks in a tight formation. Make sure all the tanks are able to fire. 

GOOD LUCK!
   Written by MKE.
    

                "Dupe" <dupe@netwalk.com>
		    RED ALERT LADDER STRATEGY HANDBOOK
--------------------------------------------------------------------
	                    Written by Duper



				FOREWORD


	I wrote this strategy guide in class one day when I was bored,
It is by no means perfect, but I hope you can use my experience to your 
advantage and bring better competition on the ladder. - Duper



I. General Overview
II. The Allies
III. The Soviets
IV. Cheap Tricks
V. The Real Deal



			General Overview

Throughout this strategy guide I will be describing certain movements 
and units. This strategy guide is not for beginners, you have to read 
the FAQ to understand some of the units and tactics I describe. Also, 
I will be discussing or referring to maps played by most ladder players.
If you need maps, check out my website and use the Ironside button at 
the bottom to get Ironsides Map Pack......


------------------------------------------------------------------------

			  The Allies

Strengths: Cruisers and Chronosphere, the APC for exploring and troop transport.
Weaknesses: No grenaders, and weak tanks.
Best Building: The Tech Center: the GPS satellite and Tanya! 
Best starting options: Shroud regrows - Soviets will be at a major disadvantage.
Worst starting options: Any amount of units higher than 3. 

	It seems to me, that the Allies will lose any large tank battle, 
unless it takes place in the allies base with turrets present. However,
I have seen top players use the Allies very successfully with a light tank, tank rush.

If you are up against a top player, the Allies crank out light tanks much faster than 
the Soviets can crank out Heavy tanks. Hit them with a tank rush early, and break the 
building chain.

Water missions: Obviously the Cruiser and Chronsphere are a deadly combination, but be sure
to have plenty of destroyers handy to shoot down any attacking migs. Migs will destroy
a Cruiser pretty easily, since it has no air defense.

General Tips:  Gap generators are a good way to defend against air attacks, but more
importantly they mask your attack forces and base defenses. 
	       Build plenty of rocket infantry if you suspect an air attack, and spread 
them out, because a good Soviet player will fly around your air defenses. Migs aren't
cheap, so your opponent will likely abandon the air attack if you defend well.

Other noteable units:

	Tanya: This woman packs a PUNCH! Any tank rusher will not waste time on base defenses
	       Use this to your advantage, throw her in an APC and TAKE OUT THE CONSTRUCTION YARD!

	Turrets: A well placed pack of turrets will cripple even a large tank rush. The only problem 
	         is getting them built fast enough. 6-10 turrets can wreak havok for tank rushers, especially 
		 if they dont know they are there.

	Chronosphere: Use the chronoshift to transport Cruisers and even MCV's! A pre-built building is 
		      always nice to have when transporting an MCV.
	Paradox: BEWARE! Using the Chronosphere creates a 1 in 5 chance of a Paradox. It will devour buildings 
		 and units on contact. It appears randomly, so sometimes it will actually appear in your
		 opponents base and help you out!

	Light Tanks: I believe these are the most underated tank in the game! They are fast, and when moved rapidly,
		     impossible to destroy. Ive seen good Allies players take out a large tank rush with only 
		     about 75% of the size in light tanks.
-----------------------------------------------------------------------

				The Soviets

Strengths: Migs, Heavy Tanks and V2's.
Weaknesses: Worthless base defenses, no fast units for exploration.
Best Building: The War Factory (And lots of em!)
Best Starting options: Lots of starting units!
Worst starting options: Shroud regrows and Water Maps, both of which spell 
			LOSS for Soviet players.

	The Soviets are by far the preferred side for ladder players to use.
You can build up a large tank force fairly inexpensively, and theres always those 
pesky migs!

	Against a top player, Soviets are pretty useless if you are not a good player yourself.

General Tips: Tanks, tanks and more tanks! The only way to stop a tank rush is with one of your own. 
	      Dont wast time building tech center or other crappy expensive buildings, they only 
	      Lessen the amount of money you have to build tanks!

Other noteable units:

	Migs: A swarm of migs can destroy even the best defended base.
	      Here is a list on the number of Migs needed to destroy buildings on one attack:

	Building 				Migs needed
	--------				-----------

	Construction Yard			     6

	War Factory				     6

	Ore Reinery				     6

	Gap Generator				     6

	Advanced Power				     5

	Standard Power				     3

	Barracks				     5

	Tesla Coil				    2

	Flame Tower				     2

	Turret					     2

	Pillbox (either variety)		    3

Be sure to reroute your attack away from air defenses whenever possible,
this can be achieved by selecting your migs, force fire on a ground point
in a direction where there are no air defenses. Then before your migs reach
the fake attack point, select the real unit you wish to destroy. But beware, 
waiting too long to redirect the units will cause them to attack the ground, 
wasting a valuable attack.... After youve attacked, force fire on the original
ground point again, and your migs will exit the base they way they entered, 
avoiding any air defenses.

	Chinooks - These transport helicopters can be made after building a heli pad.
		   Build at least 2 and use one as a decoy, it works great!

	Tanya - Same as Allies, you need a tech center to have tanya.

	V2 Rockets - Place these behind your tanks and pummel the opponent. These are
		     very weakly armored, so dont try to attack alone!

	The Iron Curtain - I have yet to find a suitable use for this. Its expensive and
			   pretty much worthless. If you have a good tactic using this,
			   drop me an email and ill be sure to includ it in my next update!
	

-------------------------------------------------------------------------------------------

				Cheap Tactics


Generally new people consider tank rushing to be cheap, but after losing a few dozen times, 
realize that this is what the game is about. I dont consider tank rushing a cheap tactic,
but mostly because I can beat most tank rushers with a tank rush of my own.

There are however a few cheap tactics out there that many people use, and I put here merely to help
you defend against them...... So READ THIS and take it to heart!

The Cheap V2 trick: If you let the hosting player set starting units to 3, watch out, he's 
		    got a trick up his sleeve. Early in the game, he will seek out your
		    base, and destroy your only power plant, causing it to take 5 minutes 
	            to build anything. The only defense against this is to build another 
	            power plant right away if there were 3 or more starting units. The V2 will destroy
		    your power plant everytime, because even a tank can not destroy it before it fires.

The Engineer/APC trick: As with Russia, if you play an allied player who is insistant on having 3 starting units,
 		        they have a specific tactic in mind. As quickly as possible, they are going to build 
			5 engineers and send them in an apc to take your Construction yard. The only way to 
			defend against this is keep your grenaders or riflemen right near your Construction Yard
			if youy suspect this coming. Engineers are easy targets.

Tanya:	NEED I SAY MORE? Well I guess this isn't really a CHEAP tactic, but a popular one nonetheless. As quickly
	as possible your opponent (Normally Allies) will build an APC and Tanya. I have found that if i hear tanya, 
	I immediately build a Repair Bay, thus giving me the ability to reproduce an MCV. Defending against tanya is 
	pretty tough for the Soviets, whereas the Allies need only build a pillbox near their Construction yard.
	My trick to the Tanya attack is to sell my Construction yard RIGHT when she approaches. That releases 4 or 5 
	infantry which will quickly kill her. 99% of the time that is the building they go for first, so it will save
	your other structures from her wrath. 

---------------------------------------------------------------------------------------------------------------------

				The REAL DEAL


I call this section the REAL DEAL, because these are tactics that WIN battles, and are not normally considered cheap.
More important than any tactic I can teach you, is your basic ability to be aware, and use your keyboard shortcuts efficiently.

Tank Wars: The basic tactic during a tank battle is to keep all your attacking units selected during the duration of the battle.
	   Always attack his smoking tanks first, and run over any infantry whenever possible. Timing your selection of what 
	   unit to attack is BY FAR the most important factor in winning tank battles. Try to anticipate the demise of the 
	   selected tank, and choose the next target when you feel your next shot will destroy the tank. This will mean your 
	   tanks will not waste time firing at the ground after the first target is destroyed.

Infantry Wars: Do not group a large number of grenaders or flame throwers together, one well placed shot will destroy the whole group.
	       One on One, a rifleman will take out any other unit. However 2 or 3 grenaders or flame throwers can destroy numerous other 
	       infantry all at once.


These are just a drop in the bucket of the tactics I use everyday while playing Red Alert on Kali and Wchat. I would included them all,
but why would I want to give up my secret to winning? =)

Please e-mail and comments or suggestions to dupe@netwalk.com and I will be sure to help in any way possible!!

DOCUMENT CORRECTED BY SaiX e.g Mig numbers were Wrong.


(mmmax@mbox.vol.it) 
Hi friend. Well I don't have much to say...maybe coz lately I've been
playing Diablo instead of RA (wich I love still anyway...hehehe).
That's the reason why instead of being #1 (I beat all those guys above me
except 4*general which I never played) I dropped from #7 to #15! LOL
Well I can tell u sum general tips I found out but..RA is a young game so
there is still much to learn i guess.
Take tank rush. Sum1 thinks tank rush is lame. Tanks are the strongest units
of the game. But when everyone will know how to tank rush, the game tactics
and the gameplay itself will evolve. I mean, if u have a winning move u use
it! This is why I tell u RA is a young game and much has still to come out.
The latest trend is to employ men with tanks (wich is a step ahead in the
game, just think of how few is passed since the game relase and think of
chess and all the time it exist and all the moves and books about it...)
I can give u sum general tips...maybe u know them already
Those are from my personal experience so they're not THE LAW!
1)- Know the battlefield as your house this can save your ass in a battle
wich seems lost or give u a win against a better player who doesn't know the
scen well like u! Knowing it means knowing resources, spaces...build a
standard tactic to develope your base till u find a better one. Anything
wich makes u save time is appreciated!! hehehe...
2)- Losing isn't that bad as it seems coz is the only way to evolve your
gameplay.
3)- Never think u r too good to play sumone.U can never know owho will be
above you tomorrow and U won't have to beg him for a match.
4)- The ladder is getting harder each day (for the reasons I described
above) so the new toppers are much more though than the old ones (wich
infact retired...heheheh)
5)- To get the best from your army u must optimize resources. This means
that u should never build silos and at the same time u should never hear the
message SILOS NEEDED or NOT ENOUGH FUNDS. U must find the middle way between
building and harvesting! That is a good percentage of victory on your side!
U can get the best from your troops, harvesters and building capabilities.
6)- Sorry for my english...I'm italian after all...LOL
7)- Optimizing resources involves knowing well the scenario u play on and
sumtimes driving your harvester and controlling them as much as possible.
That means that u'll have to give shotcuts to them (ie. ctrl-1...alt-1, and
so on...)
8)- Try to see the map well, never stop building anything
(tanks,ships,chops,men,buildings,ecc.) just never stop it even when the
battle rages on.
9)- Not always (as many think) is a good idea to bring the battle in the
enemy base coz he'll have the advantage of having tanks just out of the
battlefield and dropping building without moving away from the battle. And
this can make the difference when two squad of the same power are struggling.
10)- When using tanks Don't scatter  coz they will lose time moving around
and moving turrets. Try to shhot one target at a time.
11)- 9 grenadiers can destroy any building (except CY) in 3 fight
rounds!!!!This means beware of them (not just use them to attack...hehehe)
12)- In most of the scens Tesla coils are useful only against Tanyas, but in
the middle of a battle right into your base when u r facing a n equal force,
placing one right behind your tank line can make the difference again.
13)- On your counter attack be fast, don't spread forces and first of all
pursuit tanks let alone buildings....after u had all the enemies tanks u won
but if u have all his buildings and he has more tanks U LOST!!
14)- Never give up...I lost more than a match wich both me and my oppenent
thought I would have lost!!

Well, I don't like to be boring so I guess that's enough for u guy. Thanks
for the trust. BYE

(Alexander Hannay <jalexander@cyberus.ca>)
One good strategy is a telsa Rush.


when your on a map that has choke points, which you can guard with a few
tanks, build a repair bay then start building mobile construction yards.
Once you have 6 or 7 cy start building large energy plants and telsas and
move towards your enemies base....you can now build so fast that tanks rushs
are useless...you can build telsas faster than the enemy can destroy them.
Soon you are in his base and Game Over.....

Hope this is an original strategy

Alex



------------------------------------------------------------------------------

9. Bugs.
   -----

   Gmouse driver has a memory resident command that when you hold down ctrl
   and alt and push primary mouse button it trys to load gdpanel, this means
   you cant gaurd other units.

   If you select an Allied sea unit that CAN attack Subs, select one of them
   and scroll around the map on the sea area if it shows the crosshair then
   theres a Subs there.

   The French side in multiplayer fire rate is 10% slower instead of 10%
   faster

   The AI in skirmish is pretty poor, like warcraft 2 they make a few quick
   attacks at the beggining, then they either get stuck because of excess
   units or they run out of money. The only way to get them to attack again
   is to attack thier harvestors. They dont use Air units often, dont build
   sea units and dont build Nukes or any of the higher tech buildings, except
   for the Gap generator.

   You can make the Crusers go the speed of Transport ships by building one
   transport and as many Crusers as you want, then group then all and push
   F, now the Crusers will go as fast as the transports if the transport is
   in the same group.

   When your spy takes over a building like the war factory and if the enemy
   is building a unit you cant see the power bar of the building.

   Just as i was finnishing writing this i played a game and after i
   chronoshifted an arty into the AI's base my arty just dissapeared it has
   happened to me before, but then i carried on playing and it happened again.
   if you know there reason why send it in.
                                           
   (New!)
   You can make your Migs and Yaks land so that your enemy can't see them, yes
   you can have six Migs without him knowing until you attack. 1st step click
   on an air units while it is on the strip, make it fly ANYWHERE and wait
   until in comes back down to land on its pad and as its going downwards,
   make sure you still have the air unit selected and click the green arrow on
   the pad its about too land on.

   All above bugs were experienced by me personally. Please E-mail me more
   bugs it the only way to get them fixed!!

------------------------------------------------------------------------------

10. Single Player Savegames.
    ------------------------
    This is not really part of this Guide but many people have asked for it.
    I have made Savegames for all the missions and will find a place to upload
    them soon and same with this Guide. At the moment they are available at
    The Chronospere http://games.net-link.net/ladder/ra .

------------------------------------------------------------------------------

11. Setting up multiplayer.
    -----------------------
11.1 Crates.
     -------
     Little blue boxes on the map that can be moved over to give you something
     a little extra. Only if crates are turned on.

     Crate descriptions.
     -------------------
     Armor       - Upgrades all nearby unit armor.
     Cloak       - Stealth (Was taken out)
     Darkness    - Rare, shrouds your whole map except where your units are.
     Explosions  - Happens half as often as you get armor blows up on whatever
                   unit or units go over it.
     Firepower   - Upgrades all nearby units firepower.
     Heal base   - Repairs all buildings.
     Nuke        - Get a free one time nuke
     Money       - 2000 extra cash
     Napalm      - Explosion half as often as armor crate.
     Para bomb   - One time air strike.
     Reveal      - Reveals entire map.
     Sonar Pulse - Reveal all Subs for a period of time, rare.
     Speed       - Upgrades all nearby unit speed.
     Squad       - Get 5 infantry units random, happens often.
     Unit        - Get one unit-vehicle.
     Invunerable - Gives all nearby units unit curtain effect.
     Time Quake  - Think is gives that free paradox or might just be a
                   chronoshift.

------------------------------------------------------------------------------

11.2 Maps.
     -----
     Maps are very important, learn the maps so that you know if theres alot
     of gold, where the gems are, the entrances to your enemys and your base.
     Know if there is sea or not bridges to brake and if your in a bad
     position the nearest place to move. There are different sized maps
     basically Small 2-4 player, Meduim 4-6 and Large for 6 or more players.
     Personally i think the maps are to small for 8 players since i always
     have the problem of there not being enough gold for a long enough time.
     I recommend not playing more than six player, UNLESS you get an external
     map that has plenty of Gold.

     Favourite maps.
     ---------------
     Central conflict, Desolation, North by Northwest, Raraku and A Path
     beyond.


11.3 Units.
     ------
     Amount of units you start with. I usually use 0 more fair and dont have
     to move those units out of the way. One is also fine, you only get one
     rifle soldier to scout. Maximum is 50.

11.4 Money.
     ------
     Start with 0 - 10000 credits, i see no reason no to start with 10000
     if you start with less the game will just drag out longer, dont select
     to little or you cant build anything.

11.5 Extra's.
     --------
     Shrowd regrows is NOT the gold, the shroud is those black areas on the
     map where you cannot see and that will keep regrowing, pretty unfair for
     the Soviets since they have to keep scounting while the Allies can just
     see the whole map anyway with thier Tech centre.

     Capture the flag is the same as the old C&C, a flag is placed next to
     your cons yard when you start, you must try take the enemys flag back
     to your flag, when you pick up the flag your speed is reduced to half.

     Bases on is highly recomended, this means that you get a MCV at the
     beginning, if it is off then you start off with the amount of units you
     selected.

------------------------------------------------------------------------------

12. Words of Sun Tzu.
    -----------------
    These are some of the lines extracted by me from San Tzu's writings and
    they are the ones I think are important and in a way apply to RA.
    
    Make NO mistakes.
    All warfare is based upon deception.
    If your opponent is choleric, seek to errortate him.
    It is a rule in war, if our forces are ten to one surround him, if five
    to one attack him, if twice as numerous divide our army into two.
    (1)He will win who prepared himself waits to take the enemy unprepared.
    (2)He will win who know how to handle both superior and inferior forces.
    (3)He will win who knows when to fight and when not to fight.
    The good fighter first puts themselves beyond the possibility of defeat
    and then waited for an opportunity of defeating his enemy.
    The control of a large force is the same principle as the control of a
    few men it is merely dividing them up into numbers.
    Apear at points which the enemy must hasten to defend, march swiftly to
    places where you are not expected.
    So in war the way to avoid what is strong and to strike at what is weak.

    If anyone would like the full Electronic book E-mail me.

------------------------------------------------------------------------------

13. Web Pages.
    ----------
    http://www.westwood.com/ Westwood makers of Red Alert's Home Page.
    http://www.theladder.com/ Cases Ladder for many games including Red Alert.
    http://207.102.150.139/users/Redalert/ Red Alert Central.
    http://www.Pooterman.com/kahn.html Kahn Homepage.
    http://games.net-link.net/ladder/ra/home.html Chronospere Homepage.
    http://www.choice.net/Redalert/  Red Alert Page.
    http://home.pacific.net.sg/~xenus Sonar Pulse.
    http://home.worldonline.nl/~mickey/ Philadelphia Experiment.

------------------------------------------------------------------------------

14. Ladder games.
    -------------
    If you have ever wanted to play in some sort of league over the net, then
    you might aswell join the biggest and best one. http://www.ladder.ml.org
    Cases ladder is the place to go. For more details e-mail me or go to the
    page. Not sure what happened to The Chronospere. And the rumor that Cases
    ladder was gonna start charging and stuff is CRAP!


15. Credits.
    --------
    Westwood Studios for making such a great game.
    Cybo
    Mrblue 
    RAiN
    Plasma
    JJ
    Loviatar1
    Razorz
    Jmin
    All the guys that played ladder with me on Wchat
    Phoenix 
    Misha
    MrBlue

    If you think i missed you out just mail me!!

             .~/\~.
           . / ~~ \ .
     .----ooO-----Ooo----.
     /       SaiX         \
    | franco@igubu.saix.net|
     \--------------------/
