-
In the era of science and technology, computers are indeed very bt, and the speed should be adjusted to a low point, such as 5, and then at the beginning, the anti-aircraft artillery will be built first, and then the pillbox will be built (the pillbox is very powerful), and then there will be the occupation of oil wells, and the hospital and other facilities will be occupied, and if there is money, the oil well will be built (if you build it well, you will not worry about money) and in the later stage, you will build a powerful defense facility, and then build a super class unique to the country, and you can go to the enemy base.
-
Difficult computers are all cheating, lots of money.
-
The eleventh level of the Soviet Union in the red alert is particularly difficult to play, and the author has found a way to clear the customs quickly, and he does not dare to enjoy it exclusively, so he will share it with everyone.
At the beginning of the Red Revolution, there was a large number of tanks and two kilofs, first pull the kilov on the left, and the rest of the armies should not move, if you don't move, Yuri will not come to fight you. Send your Kirov to fly upwards along the far left, taking care to keep a good distance, preferably one in front of the other, and you will encounter two small cannons in the middle, just leave it alone and fly upwards.
After you get to the top, then fly to the right, you will see a row of power stations, and a nuclear power plant, knock them out, then Yuri will have no electricity, and then fly forward, the Kremulin is already in sight, hit it, ok, wait to listen to it!!
I used this method to finish the level with 5:01
The same goes for the twelve, where defense at the beginning is essential. Build a coil on the top right, a magnetic storm infantry next to it, add a sentry cannon, and a spider on the bottom left, which seals are most afraid of. At the same time five or six air defense troops.
These were enough to defeat the first wave of the enemy's offensive.
You don't need to build a navy. After building the combat laboratory, put two Yuri on the corner of the seashore and send anti-aircraft vehicles to protect Yuri. Then just use the Kirof, three is enough, it's still the old way, fly to the left first, then fly up, keep a good distance, one before the other, the patriots all greet the first, your saved two already have too much time to blow up the chrono teleportation.
With this method, it took me more than 20 minutes to pass the level.
-
How can there be a dense, it's all a strategy!
It's all here.
-
I think when I first passed this level, my house was raided at the beginning, the long legs and wheels died, and only two Kirovs remained, but fortunately Kirov would automatically regain blood, and I took a break for a while, and finally it took a few hours to finally blow up the Kremourin Palace.
-
The answer on the first floor is quite correct, but he pulled the most important point, the early stage of Soviet Russia has an absolute advantage, rhinoceros sea flat push tactics, the landlord can search on the Internet, and he can really push an opponent soon.
At the same time, when you push flat, there is also a certain amount of economic support, Soviet Russia is heavy **, thick blood, and high attack power, there is nothing to say.
Basically, 3 Kinovs, drive to the vicinity of the opponent's base, cooperate with land equipment, and destroy the opponent, there should be no problem.
The spider on the first floor, I don't dare to say anything about this, especially to fight the allies, install an engineer in the infantry vehicle, the spider is basically a toy, it is recommended to use him to explore the way, or harass the opponent's minecart, this effect is obvious.
Soviet Russia must take the offensive road and blindly pay attention to defense, which to a certain extent is still unfavorable to Soviet Russia's heavy equipment.
The normal version of 1-2 towers + magnetic storm will do, and if Yuri's revenge is a fetish, that small bunker is a divine object, and there is no problem with defense.
Soviet Russia also has a trick, that is, to install 5 engineers in the air defense car, rush to other people's bases to sell buildings, and bully novices to use it, which is generally ineffective.
As for the specific electromagnetic tank of Soviet Russia, this should not be built more, 2-4 are enough, he is very useful for small soldiers, but if you use tank pressure, this advantage seems to be buried, and the main hit is still rhinoceros, apocalypse.
I hope that the landlord must pay attention to the use of rhinoceros to contain in the early stage, and pay attention to the cooperation between the arms in the later stage, so that the Soviet Union is the strongest.
-
There's a very special aspect of the Red Alert battle: Rhino vs. Grizzly Bear.
In short, the power plant - > mine - > barracks - > tank battalion - > mine - > mine - > mine construction sequence.
The later mining yard is mainly to not build a mine cart (build a mine to send a mine cart), and sell it after it is built to save the production space of the tank battalion;
The order of dispatch is:
After the barracks, 2 dogs went out to explore the way.
And then the Rhino tank does not stop.
The method of attack is:
Tanks lead dogs to rush into enemy bases, prioritize tanks, then bases, and finally tank battalions, after which your tanks can be left unwanted.
Any unit produced in the infantry battalion can't beat the anti-aircraft tracked vehicle.
-
The words of Red Alert 2 It is best to focus on the apocalypse As the saying goes, 2 guards the house, 5 destroys the country, and 10 destroys the map Red Alert 3 ...I'm abusing people every day, so let's not talk about it, and there's another point, if the opponent is Yuri, you have to equip it with v3, remember.
-
Soviet Russia mainly relied on the cooperation of tower defense and apocalypse, air defense vehicles, electromagnetic tanks, and there were 2-3 repair factories in the rear.
1.Su-Su: That means being tough and trying to occupy all kinds of resources, apocalypse, anti-aircraft vehicles, electromagnetics, just cooperate with these things, and when you attack, you can use heavy equipment together to pick up important fights.
2.Soviet-League: This is more troublesome, at this time air defense is extremely important, and the apocalypse can be a little less, mainly air defense vehicles, electromagnetics, spiders, flexible use, and pay attention to ***. Attack ditto.
-
If you develop too slowly, you must first not let the Soviet troops out of the airport, otherwise there will be no solution to this trick. After all, double-edged plus bullfrog to fight empire is a textbook-level style of play.
1. The airport is very brittle, and VX is no problem with strong attacks (including self-explosion) airports.
2. Learn to operate the hat. The movement speed of the Bullfrog and the Twin Blades is very different, and this can be used to get rid of the Bullfrog.
3. Slippery terrain. A lot of Soviet players ignored the MiG. Therefore, the tengu can be used to pull this unit away in order to fight the double blade. Some people are very good, and they will lead the air defense soldiers in the double blade to blow up your minecart or attract your tengu, and you will only be unlucky to encounter this situation.
4. Operation, or operation. When the opponent has already started to blow the double blade, you will have to be forced to use VX to splash at him. Double-edged rockets are difficult to hit moving targets, and VX can't attack while running, but double-edged also has machine guns, which leads to endless manipulations to get more VX missiles to hit double-edged and dodge more double-edged rockets.
5. Make good use of your single point of defense protocol! An extra HP out of thin air is priceless to the crispy Imperial Mechs. There have been 3 VXs with single-point defense that have blown up 8 double-edged and 1 left.
6. Catch the opponent's mistakes! If the two blades are not operated well, they will be stacked on top of each other, and if they are hit, they will be damaged. The battle just now was completely wiped out due to a double-edged operation error.
7. Take advantage of shortcomings. Bullfrogs are slow and highly restricted by the terrain. Although the double blade can lift a bullfrog from the water and put it on land, it can't do the other way around. As a result, the bullfrog limits the mobility of the twin blades. Wrap them around with tengu!
-
Personally, I feel that I mainly rely on the sea of tengu. Or you can take a look at this ** guide, which will help you.
-
Basic features:
Compared with the Allied forces, the Soviet army, whether it is infantry or tanks, has a prominent characteristic: strong defense and strong offensive power, but the speed is far lower than that of the Allied infantry and tanks. The Soviet army also has a characteristic, that is, the attack area is large, but the power is not good:
Such as V3 rockets, air defense **, dreadnought-class warships, ......The Allies are precise and powerful in attack, but inefficient: such as missiles, aircraft carriers, ......
Anti-aircraft guns and missiles.
The Soviet army was mainly anti-aircraft artillery, and the attack area was large, but it was not very accurate. Such as anti-aircraft infantry, anti-aircraft artillery, anti-aircraft tracked vehicles, and sea scorpions, are all characterized by this. The Allies, on the other hand, have missiles that attack accurately, such as Heavy Soldiers, Patriot missiles, multi-purpose infantry vehicles, Aegis cruisers, ......The attack is precise and powerful, but less effective.
Magnetoelectricity and prism.
The Soviet army has strong magnetoelectric technology, such as magnetic storm wires, magnetic storm infantry, and the Soviet Union's unique magnetic energy tank ......All have one characteristic: strong attack power, but low attack efficiency, which is also a big disadvantage. And the Allies have prism technology:
Prism Tower, Prism Tank, ......They are characterized by their high attack efficiency, but their power is relatively small.
Technologies unique to the Soviet army - self-detonation, radiation, rocket technology.
Libya and Cuba have self-detonating trucks and **** respectively, if you make good use of it, it will be very lethal **, in addition, the self-exposed truck will produce radiation, as well as Iraq's radiation engineers, nuclear bombs, will produce huge radiation, which is very effective against soldiers. There are also rockets of the Soviet army, including V3 rocket launchers, dreadnought-class warships, ......They are characterized by powerful attacks, wide range, high efficiency, but easy to intercept.
Allied developed air force.
The Allied air force was very well developed, and it was in opposition to the Soviet air defense technology: invaders, anti-submarine aircraft on destroyers, small bombers on aircraft carriers, ......All of them are precise and powerful.
-
The Soviet Union had three main openings, a regular opening, and the basic build order BO (build
Order) is: Barracks (Xiong Detective Friends Shen Cha, Engineers Occupy Oil Wells, Small Soldiers) - Power Station - Mine - Mine - Power Station (or sell the barracks without small electricity) - Heavy Industry (Fight the Allies first out of the bullfrog, the civil war first out of the sickle, and fight the empire can be out) - Big Power - Open three mines, you can adapt to the situation, there are many options after the three mines, you can start the airport (more), open four mines, or directly high-tech T3.
Crane, the basic BO is crane - small electricity + barracks - mine + mine - sell the barracks or first out of small electricity - big electricity + heavy industry - three mines, commonly found in large maps and tr (tower
rush)。
Speed Heavy Industry: Power Station-Mine-Heavy Industry, the suppression in the early stage of the Soviet Civil War was very powerful.
Other speedy airports: barracks - power station - mine - mine - power station (or sell the barracks without small electricity) - big power - airport - three mines, this is relatively rare.
Speed shipyard: small electricity-mine-shipyard, some maps speed shipyard power fish are more useful.
These are the basic formats that players have summed up, and they are adaptable.
Sneak attack, the Soviet agreement mostly chose a middle line, saying that the other party did not pay attention, and used the track of the top secret agreement to fall and knock down the opponent's minecart, this trick can only hit people, not computers.
In the face of the allies, you can drop air defense soldiers with two edges, and the air defense F skill is very powerful, if the other party has no time to defend back, you can knock out a mine for him, at least Xiaobi can also knock out the minecart, but the cost is also high.
In the face of the Empire, you can use the mobility of the Double Blade to attack its ore division (Double Blade + Bullfrog or Double Blade + MiG) if it can defend against high altitude or air dominance.
It is also possible to harass with the most obscene terrorist robots of the Soviet Union, and the airdrop of bullfrogs should not be underestimated.
I wrote it myself, there may be something wrong with it, and the master passes by, please ignore it, but that's probably the case.
-
In the early stage, build more fortresses, just build a fortress made by sappers, and two kinds of soldiers are classified to garrison the fortress in the early stage, so that you can defend the early stage well. In the later stage, if there are more troops, you won't be able to fight, and you should pay attention to the coordination of the troops. Also, be careful of other people's super **.
Don't let the soldiers go too close, or they will finish the fight at once.
-
Hammer skill plus bullfrog Double blade plus bullfrog.
-
It's very simple, the screen is paired with an Apocalypse Tank, and the ultra-vacuum bomb is used together, and several V4 rockets can be built if necessary.
Red Alert 1 Red Alert 2 Radiance of the Republic Red Alert 2 Yuri's Revenge Red Alert 2 Age of Technology Red Alert 2 Soldiers Coming to the City Red Alert 3 Red Alert 3 Hour of Uprising Red Alert 3 World War Red Alert 4 Conflict World.
Red Alert 2 - Yuri's Revenge" and "Red Alert 2>> belong to 2D2D games, Red Alert 3 belongs to 2D3D games, the playability has been greatly enhanced, the difficulty has also increased, and it has improved a lot compared to the first two. The following is a personal opinion: I think each has its own good, in the past, it was more about tactics, such as naval warfare and land warfare have different ways of playing, the source of many tactics of the Allied spy satellites, as well as the coordination of the light prism, phantom, etc., now focus on the strength and super **, there is no sea and land barrier, the defense of naval warfare is more difficult, but the use of tactics is poor, it is basically a game, as long as there are more people or firepower can annihilate the enemy, you can't see the whole map, and the chance is great. >>>More
1.The weakness of the prism is that the armor is too low to withstand the fight, so as long as it is something with thick blood (or a unit in the sky, such as a flying soldier), it is fine, so the apocalypse is a sharp weapon to fight the prism. If there is no apocalypse in modern times, then use the most basic tank to fight, and the effect is not bad, Yuri's words are even better, use replicants to get a few to put the tank bunker to guard the house, super cool >>>More
Ah, I personally think that version of yours is the problem.,It should be that his cutscene is less sound.,I'm also two days ago**,Red Alert 3's mirror program,Mine**It's over.,G!! >>>More
First, the base car, then go to the defense ** (like the shield of the interface) you can see a spy satellite and a ** of this magnetic storm coil, the magnetic storm coil, in fact, the Eiffel Tower, to be on flat ground. Super strong defense. If the base is full, you don't have to worry about defense. >>>More