Command & Conquer: Red Alert 3/Havana


 * Mission Objectives

Walkthrough
Havana is another two part mission. The first part is a reconnaissance mission starting with a tank incognito and a small group of spies and attack dogs. There is a bonus mission to recruit some soviets nalong the way.

As long as the units stay within the cloaking sphere of the mirage tank, they will not be seen. Take care to ensure they do not stand directly next to an enemy unit; they will be spotted and promptly killed. The spies and dogs do not have to survive to the end of the mission, the tank can handle it, but the mission is easier with them. Beware of the war bears they seem to hunt you out very easily. This is because war bears, like Allied attack dogs, can detect through cloak (in a mission [could be tutorial], you are told that they can be 'sniffed out').

You may find this a good time to complete the optional mission of recruiting 10 soviets during this part; to recruit you need to disguise a spy as an enemy unit, approach a group of enemy units, then use the spy's special ability which showers money all around and converts the units. You have limited funds and it costs 1000 credits to "make it rain", so to speak. Therefore, get the most units for your money by recruiting in big groups. Make sure there are no bears around or your spy will be bear chow.

Once the first part is complete it is revealed to you that each sports field is a airship launching point. For this you will want to build many anti air units. Fighters, airfoils, rocket troops, and IFVs are all great weapons. The IFVs and rocket troops serve a dual purpose defending your base while taking down any airships that head towards your base. These airships DON’T ATTACK YOU, they will just fly over you, and so you don’t need to worry about them bombing your base on purpose.

Build several airfoils and or fighters to protect the seas. Fighters move much quicker but require refueling. Build at least one field of fighters “just in case” since they can reach the end of the map in mere seconds. Airfoils are cheaper so produce some. One commander should build naval units since they start on the water, the other should build air and land units since that’s their starting point. Bombers will definitely help later in the mission. Continue building units early on in the game, it will only accelerate in the latter half of the mission.

Standard accompanying defense units for a kirov seem to be ground-to-ground, ground-to-air, and air-to-air units. Once they leave the land mass to go over the water, they are left with only air-to-air. Therefore, hydrofoils are excellent for taking them out over water with no losses.

For resources, a small group of units can take over the enemy resources being collected in the water. Two of the 3 of these zones are easily conquered. You will be challenged but with little resistance. Dreadnaughts later in the game will be dispatched to destroy you so be aware of this.

From the moment you gain long range attack forces; bombers aircraft carriers, v4’s, etc start destroying the sports fields. They do not retaliate in any strong force for destroying them. It may be easier to assign one commander to primarily destroy airships and the other to fight the land war.

The east island has no air defense, destroying it is easy. The other base does have a sizeable anti-air and anti-infantry defense system. So focus your attacks accordingly. The south of the island isn’t well defended and can be bombed with little to no resistance as well.