Command & Conquer: Red Alert 3/Havana: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
(update)
Line 43: Line 43:
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, hydrofoils, rocket troops, and IFVs are all great weapons. If you captured the Soviet base, bullfrogs are also useful, as they can pursue on both ground and water. 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.  
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, hydrofoils, rocket troops, and IFVs are all great weapons. If you captured the Soviet base, bullfrogs are also useful, as they can pursue on both ground and water. 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 later half of the mission.
Build several hydrofoils 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 later 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.
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.
1,906

edits