Editing Command & Conquer: Red Alert 3/Empire Strategies
From StrategyWiki, the video game walkthrough and strategy guide wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 4: | Line 4: | ||
==General Strategies== | ==General Strategies== | ||
* Superior Scouting. The Burst Drone can scout much more effectively than the Soviet War Bear and the Allied Attack Dog, as they hover over the battlefield. The Soviets build their structures on the field, so you will have a general idea on what kind of units they are planning to produce | * Superior Scouting. The Burst Drone can scout much more effectively than the Soviet War Bear and the Allied Attack Dog, as they hover over the battlefield. The Soviets build their structures on the field, so you will have a general idea on what kind of units they are planning to produce. | ||
* Counter. Plan a strategy early on, but keep your forces flexible enough to incorporate any changes. If you want to take to the seas with Tsunami Tanks, back them up with sufficient anti-air and anti-infantry, a great choice would be the Mecha/Jet Tengu. | * Counter. Plan a strategy early on, but keep your forces flexible enough to incorporate any changes. If you want to take to the seas with Tsunami Tanks, back them up with sufficient anti-air and anti-infantry, a great choice would be the Mecha/Jet Tengu. | ||
* Expand early. You can send a Refinery Core | * Expand early. One of the main strengths of the Empire is its Nano Core technology. You can send a Refinery Core to further expansions while you keep the enemy pressured with your forces. | ||
* Mix it up! Imperial units have a relatively high cost because of their flexibility. If you spam Mecha/Jet Tengus, the opponent will simply counter with their tanks such as Hammer Tanks and Bullfrogs. But if you mix it up with Tankbusters and Imperial Warriors, you're more capable in dealing with threats from the air and the ground, including both infantry and armor. | |||
* Tankbuster their harvesters. If they can't get ore, they can't finance their bases or armies or expansion. Cut the money supply and you wield a devastating blow to their economy. | * Tankbuster their harvesters. If they can't get ore, they can't finance their bases or armies or expansion. Cut the money supply and you wield a devastating blow to their economy. | ||
* | *Guard your Nano cores! Cores are very vulnerable and can be easily destroyed. striker VXs and Chopper VXs are good protectors. | ||
*Accompany sudden transports with shinobi to push back bears and dogs. Sometimes use smoke balls to envade tanks. (If to be attacked, release infantry from the transport to destroy the tanks, tankbusters suggested.) | |||
==Soviets== | ==Soviets== | ||
The Soviet War Machine has access to the | The Soviet War Machine has access to the toughest vehicles in the game, and the best way to succeed against the Soviets is to exploit the weaknesses of their units. Going head to head is not advised, but rather employ a series of assaults that will wither down the opponent. Use your flexibility to attack the Soviets from all sides. Tankbusters are a favorite unit against the Soviets, while Imperial Warriors are vastly superior when facing Conscripts. Always keep a safe amount of credits to counter the Soviet strategy. | ||
Always keep a safe amount of credits to counter the Soviet strategy | |||
* | * Soviet units are restricted mainly by mobility. Attack from the seas or the air, as their units aren't as flexible. | ||
* Don't be afraid to engage a battle if you have to - as long as the cost to their economy outweighs yours, that's an advantage you can afford. | * Don't be afraid to engage a battle if you have to - as long as the cost to their economy outweighs yours, that's an advantage you can afford. | ||
* Soviets have no way of repairing their vehicles without Crusher Cranes or Garages, so guerrilla tactics against their armor early to mid game is important. | * Soviets have no way of repairing their vehicles without Crusher Cranes or Garages, so guerrilla tactics against their armor early to mid game is important. | ||
==Allies== | ==Allies== | ||
The Allied | The Allied forces have arguably the best airforce and the most versatile units in the game, and the best way to succeed against the Allies is to keep them pressured and guessing. Always start off by producing Mecha/Jet Tengu to keep the Allied air at bay, as it is a favorite strategy against the Empire. Always look out for the special abilities of Allied units, as they have the most devastating. | ||
* The Imperial navy is vastly superior to the Allied fleet, take to the seas whenever possible, but remember to back your forces up with anti-air. | * The Imperial navy is vastly superior to the Allied fleet, take to the seas whenever possible, but remember to back your forces up with anti-air. | ||
* The Empire does not need a Construction Yard to churn out higher tier units unlike the Allies. Don't hesitate to move your MCV if your base or your Nano Cores can be threatened. | * The Empire does not need a Construction Yard to churn out higher tier units unlike the Allies. Don't hesitate to move your MCV if your base or your Nano Cores can be threatened. | ||
* The Allies tech up slower than the Empire. Utilize this by forcing them to produce lower tier units by either rushing or harassing their economy or base. | * The Allies tech up slower than the Empire. Utilize this by forcing them to produce lower tier units by either rushing or harassing their economy or base. | ||
* The Allied navy is considered | * The Allied navy is considered much weaker when going head to head with the Empire. They will rely primarily on their air force for support. Mecha/Jet Tengus and Sea/Sky Wings are valuable in assisting your superior naval forces. | ||
==Empire== | ==Empire== | ||
Line 38: | Line 34: | ||
* Victory by speed. Don't hesitate in your actions. If you're going to send in forces, make sure you've prepared beforehand to take out their Burst Drones, or have the appropriate units to follow up. | * Victory by speed. Don't hesitate in your actions. If you're going to send in forces, make sure you've prepared beforehand to take out their Burst Drones, or have the appropriate units to follow up. | ||
==Advanced Tactics | ==Advanced Tactics== | ||
* Empire units tend to get promoted to General status faster than Allied and Soviet units. Use this to your advantage, as well as a reminder to do your best in keeping your forces alive. General units often decide the outcome of a battle, so don't be afraid to harass the enemy and retreat, keeping them in their spot as well as taking out one or two with your fast, flexible units. | |||
* Empire units tend to get promoted to | |||
* Emphasize your superior expansion abilities. Allies and Soviets tend to send Bears and Dogs to neutral structures to prevent your engineers from capturing them. Don't be afraid to send Dojo Cores early on (even before your first Refinery Cores), and garrison the nearby structures. Send out Defender VXs to cover your opponents base expansions if you can afford to. Spread your structures out, but make sure you're able to defend them, as it will take a longer time if you're being stressed from an attacking force. | * Emphasize your superior expansion abilities. Allies and Soviets tend to send Bears and Dogs to neutral structures to prevent your engineers from capturing them. Don't be afraid to send Dojo Cores early on (even before your first Refinery Cores), and garrison the nearby structures. Send out Defender VXs to cover your opponents base expansions if you can afford to. Spread your structures out, but make sure you're able to defend them, as it will take a longer time if you're being stressed from an attacking force. | ||
* Yuriko Omega is undoubtedly one of the best units in the game, and her advantages over the Allied and Soviet commandos make her one of the favorite units. She can take out aircraft unlike Tanya or Natasha, and with decent micro, an Empire player can juggle between 4 to 6 Apocalypse Tanks in the air, effectively taking them out of the battle. | * Yuriko Omega is undoubtedly one of the best units in the game, and her advantages over the Allied and Soviet commandos make her one of the favorite units. She can take out aircraft unlike Tanya or Natasha, and with decent micro, an Empire player can juggle between 4 to 6 Apocalypse Tanks in the air, effectively taking them out of the battle. | ||
==Top Secret Protocols== | ==Top Secret Protocols== | ||
{{sect-stub}} | {{sect-stub}} | ||
==Special Abilities== | ==Special Abilities== | ||
Line 66: | Line 49: | ||
Ramming speeds: This Deadly Ability causes all Naval units to fear the Shogun Battleship thus forcing the enemy to send in aircraft after the Shogun Battleship. | Ramming speeds: This Deadly Ability causes all Naval units to fear the Shogun Battleship thus forcing the enemy to send in aircraft after the Shogun Battleship. | ||
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Empire Characters|nextpage=Empire of the Rising Sun Top Secret Protocols}} | {{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Empire Characters|nextpage=Empire of the Rising Sun Top Secret Protocols}} |