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You can first bomb it with the supreme command and nuclear **, and then use the time and space to send his general battleship and the torpedo one ashore. If he has a submarine or a ship on the shore, he can use some allied cruiser to fight, if he opens a black hole armor in the sea to fight, suppresses its rocket angel with a hydrofoil, and then the cruiser's tundish several aircraft carriers bomb the general's battleship, freeze *** shrink the opponent and hit it directly with the boat, because the dolphin is more flexible and used to hit the sea wing, if he flies, you directly hit with Apollo.
Also tell you a tactic. If your classmate doesn't like building a defender core at first, drive the base car to his house at the beginning, hit his minecart, and immediately build a barracks, and then block his ice camp with a dog, and then build a javelin, haha, it's very powerful.
After the Japanese Navy was upgraded, it was very difficult to fight, especially the characteristics of the sea wing, which was usually hidden under water, and it was very restrained by the Allied aircraft. When the Japanese fleet is on a large scale, it will basically not be able to defeat it, and only the time and space may be able to withstand it for a while, but it is not a long-term solution after all.
Considering the Japanese shipyards' model of upgrading technology alone, the Allied tactics were to do a good job of intelligence and rely on air superiority to destroy enemy shipyards before the opposing navy was formed. Scouting can rely on Scanning, Spies, and Phantom Tanks (using Phantoms as surveillance stations). If the 1w game starts, the Allies should build an airfield as fast as possible, build 3 peacekeepers and 1 Apollo, and upgrade aeronautics, the main target of the peacekeeper is the enemy's minecart or nanocore.
At this time, the Japanese air defense can only rely on anti-aircraft guns and tengus, and if they find that the anti-aircraft guns will be blown up, and if they find that the tengu Apollo shot them down, Apollo with aeronautics has the ability of 1v3, pay attention to the peacekeeping and drop at most one, otherwise it is not only a matter of offensive failure. If there are other openings, you should pay attention to detecting the opponent's ore division and destroying it in time. Japan's mining model made it difficult to place a large number of turrets around the sub-mine, often a bare mine.
The key to the allies is to suppress them in the early stage and not let the other side have the opportunity to create a high-level **.
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Because Japan can start with a mine in the sea far away from the base, so at the beginning, you have to be careful not to let him expand to the sea, that is, to block the sea, and don't let him succeed, otherwise in the later stage, you will have no amount of money to beat his "invincible armada", so after the start, you will divide the ore on land, and at the same time pay attention to building amphibious hovercraft to monitor his activities on the sea, and at the same time build some infantry and anti-tank infantry to constantly harass him, and by the time he comes out of the VX, you should have Apollo and hydrofoil speedboats Generally, Japan likes a lot of VX and Tengu to suppress the opposing army, and you have to pay attention to this (don't expect to hit him with any destruction, it's useless).
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Land offensive race, out of the air defense of the ship. Cooperate with bombers.
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The USSR bought more anti-aircraft guns, and the Reich bought more tengu. Then play with MiG + Double Blade or Tengu + VX Striker.
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The USSR is okay, the bullfrog is very strong, and cheap, and it can withstand it if you build more. But it's hard to say about Japan, because I'm playing the Allied airfield stream like this: when the first mine is built, I will have two Apollos, and when the second mine is built, I will have two peacekeepers, Apollo will have air supremacy, peacekeeping on the ground, the Japanese turret is very brittle, and the two peacekeepers will be done, and the Japanese tengu will have more than one aircraft in the air, and if they find a way to regain air supremacy, they will win.
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Legend has it that the Allied planes are the most powerful, and if you destroy the airfield for him first, he will finish the game.
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If the Soviet Union is going to get out of the tank factory as quickly as possible, and then explode the tank stream + air defense (air defense is also called discus), you can basically win (of course, the naval battle map can't be won).
If the allies are out of a barracks as soon as possible and then explode the peacekeeping infantry + javelinmen, don't make things out of the tank factory after a while, go to the base car and click on the upgrade to get the second-level permission, and then explode the guardian tank + multi-functional infantry vehicle (you can not get on the javelinmen, it is not recommended, otherwise the infantry in the car will be killed when the car explodes).
I play a lot of empires, build two barracks at the beginning and then build 5 20 riflemen + 5 15 tank killers (depending on the number of enemies, build a little more if there are more enemies), and then come out of the guardian VX to defend, and then there are two sets of tactics: one is to go out of the dock and then build the cruiser and the general battleship (you can replace the cruiser with a super fortress in water mode), and the other is to go crazy out of the Tengu mecha + VX mecha (all change to the air mode) and then copy the house (see the map for the specific set of plans, The water plan is recommended for small maps, and the air plan is recommended for large maps).
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The three camps each have their own strengths, the Soviet Union is strong on the ground, Japan is strong in the sea, and the Allies are strong in the air, and the strength of the Allies is the use of bombers and freezing, and 4 century bombers can kill an enemy host in seconds. However, the price is also expensive, it is slow to build, it is slow to fly, and it is easy for the enemy's air defense units to be killed
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Because the Red Alert plot is a related alternate plot, they are all linked to the Red Alert 1, Einstein wanted to avoid World War II, so he used a time machine to eliminate Hitler, but when he returned, he found that the Soviet Union launched World War II instead of the original Germany.
In Red Alert 3, the Soviet Union's Chadanko and Klinsky used a time machine to eliminate Einstein at the end of the war, but came back to find that Japan had started World War II instead of the Soviet Union in Red Alert 1 and Germany in real history (Germany blitzed the Soviet Union in World War II, and Japan blitzed the Soviet Union in Red Alert 3 instead of Germany).
The Soviets thought that if they killed Einstein, no one would invent high-tech for the Allies, but there was no future technology company to replace Einstein's position. Klinsky changed history by replacing Yuri in Red Alert 2 as the inventor of the Soviet Union.
So history can't be changed, it's just a cycle.
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In the new timeline, Japan has taken control of the Pacific Ocean, so it will start a war with the nearest Soviet Union.
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Mao's Japan made the first move. The allies have already made a move, and the two sides of the Shengyang Empire are fighting before they appear, okay.
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Because Japan and the USSR are close, Japan and the Allies are far away.
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1. Game settings.
2. As far as the history of World War II is concerned, the first thing Russia faced was Japan. And not the German side. The Japanese side competed with the Russian side in the Nomenkan area, and the Japanese side learned the blitzkrieg book of the Russian armored cluster corps, and completely collapsed, even if the German army later entered the foot of Moscow, the Japanese army could not do anything in the east.
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In fact, I don't think the empire is very suitable for fighting hard with the Soviet Union on the ground, and there are two ways to deal with the scythe, a disturbing artifact: 1After leaving the barracks, build 1 dragonfly scout his opening and 3 samurai, and then produce more tank killers, but when the opponent's scythe is about to jump on your head, let your tank killers scatter or bury the ground, and generally die one or two (the highest, the general tank killer will not die, and there is no blood to bury the ground) You can change to a sickle, which is earned.
This has a disadvantage, that is, if the Soviet Union is smarter, it will make bears to roar tank killers, so it is necessary to quickly build heavy industry Tengu or samurai.
2.You can create a defender VX to set up near your mine to counter him from disturbing the mine, but this will slow your development.
3.(I often use) the barracks out of the dragonfly reconnaissance and 3 samurai anti-bear, after the oil well out of the engineer, quickly out of the heavy industry, and out of the tengu, the tengu is best to keep flying when the fight is not opened, when the enemy lands, it is estimated that the cd is also good, you can take off again, tengu and sickle hit, although in the number of sure can not be beaten, but you can study self-detonation, tengu is close to the sickle when he is dying, force it back, or be lucky to blow it up, or take off when there is no blood, go home and finish repairing, if the sickle jumps into the mine surrounded by your wall, You can let your Tengu take off, or let your Tengu land in the mine and explode the scythe, but you must have an advantage in numbers or operations, or tear down the wall, so that you have to be fast, and the tengu will definitely not be able to catch up with the scythe escape. If you control it well, you don't need to replenish the tengu, it's enough for the tengu to keep 3 or 4 planes, don't forget to put 3 mines (preferably at sea), shipyards (two or three spear boats built) and heavy industry on the t2 point, so you are doomed to lose.
After T2 is good, there are two choices, one is to go out of the tsunami, the other is out of VX, it is recommended to come out of VX after one or two tsunamis, or directly VX out, the sickle will be abused by VX and tsunami. During the period do not get stuck in the economy, the tsunami and the USSR fight better not too much. Because as long as the Soviet Union is not stupid to the point of AI, he already has a hammer, and a tsunami can't beat a hammer, and VX is a huge blow to a hammer, and 1 bullfrog can't beat 1 VX*** without operation.
But your vehicle can not retreat when it is dying, go straight forward, increase the output (provided that you study the self-detonation), but let VX and the bullfrog fight hard, as long as others control the bullfrog, VX loses (provided that you don't study the photon missile), and you must not fight with the uncle (air defense soldier), absolutely can't fight, VX lands when there is no blood, if you can come back, although you come back, you can't come back to advance and others**. When fighting (out of the 2nd VX, try to disturb the opponent's mine) to prepare to open 4 mines, preferably at sea, and put the shipyard on T2, T2 good after the double-sided (sea wings), this is a pure empty play, at this time the opponent may have a double blade or MiG, encounter a simple MiG can let VX land to hit MiG, but pay attention to the opponent's double blade at this time if you pounce VX will be hanged. At this time, you can let the tengu made in front take off for reinforcements.
As long as you disturb the mine thoroughly, it is useless for the opponent's minecart to open the shell, and without the economy, the victory is yours.
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This is easy to do. In the early stage, there will be more Tengu fighters and more tank killers, and if you hold on a little, you will be a rocket angel. (Rocket Angel is a good thing, strong mobility, can fight on the water, on the ground, and in the sky, make good use of his mobility).
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Archer, Tengu Robot, Tank Killer, Rocket Angel, in order, 5 each, then 5 each, and finally 5 more. A total of 15 each, absolutely anti-Soviet !!
Seek adoption
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The best way is to effectively suppress Japan at the beginning, Yuriko itself belongs to the 3 high-level infantry, plus Japan's upgrade technology is the slowest and most expensive, as long as you don't give the other party a chance to build high-tech, you don't have to worry about Yuriko's problem. If you fail to suppress the opponent in the early stage, the easiest way to deal with Yuriko is that the Soviet Union can build a batch of scythe mechs to attack, and the scythe mechs will jump up and smash her first, and then multiple scythes will attack together, and they can be killed quickly. The Allies can train a group of chengguan and let them attack in several waves or freeze her with 2 cryo***, but it is likely to lose one ***.
Japan directly trained a group of samurai and attacked in 2 waves, the first wave rushed up with F, and after Yuriko ran out of F, the second wave quickly opened F and continued to rush up to solve Yuriko.
Comprehensively, you must send at least 2 waves to solve Yuriko with soldiers, and there are at least 5 people in each wave, and if there are fewer people, Yuriko can be solved by micro-manipulation, and if there are too many people, it will be all gone, and it will be much easier to solve it with a sickle mecha.
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More than 3 anti-infantry vehicles, use the ** with a shock wave to shock it and attack after the flight, toxin air attack, directly dismantle the barracks and Gaoke, Akula F instant kill, Natasha 3 shots, spy into the multi-function.
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Soviet Union 3 5 scythe can be completely tortured or magnetic storm speedboat, magnetic storm infantry (not recommended), and bear sea can be killed in seconds You can also use Natasha or V4 long-range to kill the allies 2 Freeze*** 6 dogs (3 3 on) Phantom or spectrum tower instant kill Athena cannon (provided that it is not moving) Pay attention to the number of peacekeeping bombs, 1 is a self-killing empire Rocket Angel paralyzed Imperial samurai draw sword 3 5 Tengu Bohnengta or tank Yin Death If you are in the mood, you can also make a Yuriko pair p
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Spy into the multi-function can be a hero in seconds.
It is also possible to control multiple gram infantry units at the same time to hit Yuriko from multiple directions.
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Just deal with it super **.
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You can engage in crowd tactics. But don't swarm with the normal class, his F skill can take all of your pawns.
You can't play Red Alert Three.
This computer of yours can be raised a little. >>>More
1.Kill the opponent's unit, the higher the total value of the kill, the higher the experience, you can dismantle the opponent's defense**, go to attack the opponent's building that has no power to fight back, and against the rising sun, you can stay in front of the base car and kill the nano core, in short, the higher the experience2Occupy the Elite Academy, the academy only has a specific map, occupy one, the initial level of the unit is 1, two, the initial level is 2, three, the initial level is star (your allies can also get a level increase if they occupy the academy) 3 >>>More
There's a way I want to try
1。Delete the block upgrade.,That is,Let the game always pop up the dialog box asking if you want to upgrade.,It's a big deal to click to cancel.。 My experience tells me that if you ** shield the patch, it will always be black, even if you just start to go in, but when you play for a while and return to the main menu, it may also be black. >>>More
There's no such thing as the best, it just depends on how well you play.
The reason why Red Alert 3 can't be played is that the graphics card is too old and does not support DirectX. >>>More