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Strategy Guide by WZafran

Version: 2.0 | Updated: 12/25/2000

 Last updated: 12-25-2k, v2.0
 Contact: <white_ultima@yahoo.com> 
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                    { Command n' Conquer: Red Alert 2 }

                      This FAQ is © 2k Wan Zafran.
                     Red Alert 2 is © 2k Westwood.


    LEGAL DISCLAIMER: This FAQ has been created and will remain the
    property of me, Wan Zafran. This guide can not be published on 
    another site, magazines or whatsoever; profit or non-profit 
    without my permission, or will be dealt with legally otherwise. 
    I DO NOT tolerate plagiarism, as it is an act of piracy, and will
    use whatever means possible to bring you down if I find you 
    plagiarising this guide. If you wish to contact me, feel free to
    do so at <white_ultima@yahoo.com>. That said, enjoy!

    This guide can only be found at:



 I like this game, really I do. But I've gotten tired of updating this
 FAQ, so I'm calling it quits. This will be my final update from now
 on. Please do not email me about RA2, and check for the answers from
 here or other FAQs before attempting to mail me about RA2. If your
 question has answers from the FAQ, then I will ignore it.

 However, if you wanna make friends with me, come on! Drop me an 
 email, and we can start being friends. Alright, seeya in another FAQ!

 units - 
 allied forces                        soviet forces
   -> infantry units                    -> infantry units
        .. gi (soldier)                      .. conscript (soldier)
        .. engineer                          .. flak trooper
        .. tanya                             .. tesla trooper
        .. spy                               .. engineer
        .. attack dog                        .. attack dog
        .. rocketeer                         .. yuri
        .. chrono legionnaire                .. crazy ivan
   -> land units                        -> land units
        .. chrono miner                      .. war miner
        .. grizzly tank                      .. rhino tank
        .. prism tank                        .. flak trak
        .. mirage tank                       .. v3 rockets
        .. ifv                               .. terror drone
        .. allied mcv                        .. apocalypse
   -> air units                         -> air units
        .. harrier                           .. kirov airship
        .. nighthawk                    -> naval units
   -> naval units                            .. sea scorpion
        .. dolphins                          .. submarine
        .. amphibious transport              .. dreadnought
        .. aegis cruiser                     .. giant squid
        .. destroyer                         .. amphibious transport
        .. aircraft carrier             -> special forces
   -> special forces                         .. libyan demo trucks
        .. american paratroopers             .. iraqi desolator
        .. french grand cannons              .. cuban terrorists
        .. british sniper                    .. russian tesla tanks
        .. korean black eagles
 strategies - 
   .. spy/tanya combo
   .. tesla coil charge
   .. nuclear defense
   .. yuri & crazy ivan combination
   .. 25 people in an amphibious transport
   .. crazy ivans and terrorists
   .. special units
   .. long radiation time when desolators deployed
   .. camouflage and hidden units!


 Allied Forces
 The allied forces consist more of technology and stealthy skills 
 rather than head-on destruction. So that's why you're 15 Prism tanks
 are losing against those 4 Apocalypse tanks, :) . Anyway, an allied 
 force basically should play defensively, mostly because they can't go
 head-on with a Soviet force.  However, RA2 has balanced the odds very
 nicely, so what you lose, you gain in another territory. And always,
 as an Allied force, try to use the mind to think of alternative ways
 to defeat your opponent rather than full force, head-on. The rants
 quit here, read on.

[1] infantry units

 GI - The GI soldier is better than the Conscript, for two reasons: 
      they can create sand barriers when deployed, and because they
      are much stronger than the Conscript. Now, don't think that the
      sand barrier is useless, in fact it's the best thing they can 
      have for themselves. This is just an estimation made by me, but
      I think that when they are deployed, they take only half the 
      damage. Many a fight I've won with my GI's which were deployed 
      near the enemy's base, where they were destroying the enemy 
      base at a considerable rate. Individually, very weak, but in 
      troops they're a nice addition to a battlefield attack on the
      enemy. When garrisoned within a building in packs of 5 or more,
      basically nothing can pass by unscathed (with the exception of
      Curtained tanks, of course). These should not be passed by, as
      they are a valuable addition to any Allied force.

      Pro's: Good in packs; the deploy option is extremely useful; 
             good when garrisoned; weakens buildings easily; are 
             practically SEALs without MP5s and C4s when Elite.
      Con's: Cannot move when deployed (very logical...); useless
             against more than 3 tanks unless they themselves are
             in big groups.

 Engineer - The Engineer is a great addition to any team, mostly
            because of their ability to capture buildings or repair
            them instantly. Engineers are needed if you want to take
            over Tech Buildings, and some missions require the use
            of them. Previously, in RA1, you could only capture a
            building if it was at least 75% damaged. Now, a building
            can be captured anytime, opening doors to new advantages
            and disadvantages. Just don't overlook these guys,
            they're very useful.

      Pro's: Can capture buildings; destroyed buildings are repaired
             instataneously; excellent if used with the IFV.
      Con's: Slow movement; the nerdy voice irritates me.

 Tanya - Tanya is the coolest infantry unit for the Allied force. Her
         C4s are great for destroying buildings, boats don't stand a 
         chance against her, and no normal infantry can get past her 
         Colts. A new addition to RA2 is that she can swim! Yeah! 
         Can't get past a certain opponent? Order a spy in to their 
         energy sources, then while their power source is offline, 
         destroy their bases with a simple plant from the C4! Her 
         swimming ability is invaluable, she can reach places far 
         away half the time by swimming. For a sneak attack, she is 
         invaluable. However, keep her far, far away from the Iraqi 
         Desolator and Flak Troopers, the only units hard for her to

      Pro's: Superb building destroyer; amazing infantry killer; can
             swim; boats can be destroyed with a single C4.
      Con's: Can't destroy tanks with C4, that's all.

 Spy - If you've played the campaigns (go play if you haven't, it's 
       superb), you'll see the uses for a spy. Their ability to 
       disguise as an enemy and infiltrate in is extremely useful. 
       Plus, in RA2, each different building that you infiltrate will
       have different results. But the important thing that you need 
       to remember is that infiltrating power sources (Power 
       Plant/Tesla Reactor) will result in the power going offline for
       a minute. You can find the other results in other FAQs. The 
       cool thing about a spy is that he is virtually unforeseen; so 
       an opponent might not notice what happened until his power 
       support goes offline and all his Power Plants are destroyed. 
       Use this guy well, and he might be your thin line between 
       winning and losing.

      Pro's: Superb way of stealing into the enemy's camp unseen; 
             has the ability to change into any enemy form; different
             results in different building infiltrations are very 
      Con's: The ability to change to different forms is useless; 
             easily noticed if only he is the one moving within a 

 Attack - The only way to distinguish between an ally and a spy, they
 Dog      are needed most of the time to protect a crucial building 
          such as a Battle Lab, Refinery, or Power Plant/Tesla Reactor
          from Spy infiltrations. Their bites are quite lethal too, 
          with a single bite being able to kill most light infantries. 
          Most infantries don't attack the dogs too, so in big groups,
          they're good for keeping all infantries out of the base. 
          Other than that, they're not needed much. Just keep a couple
          around the base, just IN CASE.

      Pro's: Instant death for an infantry if bitten by an attack dog; 
             will protect your base from spies.
      Con's: Useless against Tanya and other heavy infantries (SEALs,

 Rocketeer - In RA1, these were ground units which were superb against
             vehicles and flying objects. Now, with their jet booster,
             they are superb against vehicles and infantry on ground.
             However, they are very weak and are easily brought down 
             by a couple of srikes from your missiles or tanks. Don't
             underestimate them, however. If brought in big amounts,
             tanks, buildings and normal infantries don't stand much
             of a chance against them. Use them wisely.

      Pro's: Flying infantries; good soldiers if brought in troops;
             hard to kill without anti-air infantries or vehicles.
      Con's: Easily brought down; annoying when used by the computer.

 Chrono      - Personally speaking, I never use him. His ability to 
 Legionnaire   teleport between distances and stunning enemies while
               'erasing' them is, quite frankly, cool, but it's, well,
               not really that useful. You see, when they are 
               'erasing' the object, whether an infantry, a vehicle or
               a building, they also get stunned too, leaving them 
               extremely vulnerable towards attack. <SNIP> I beg your
               pardon to any of those I might have offended with this
               line, but THEY ARE NOT USELESS. Also, Comrade Bronx has
               mailed and corrected me about these guys. It seems
               that the further they jump, the longer before they
               recover from their teleportation. They are also...
               never mind, here are his words:

      Pro's: Opponent's building/vehicle/infantry will stun while he
             is 'erasing' them; teleports to target rather than walk.
      Con's: Weak against enemy attacks; stunned status makes them 
             vulnerable; worth the value according to the way you
             use them.

 Comrade Bronx's words:
 "They are very good against enemy defenses such as Prism Towers and
  Tesla Coils, if you teleport a few Legionnaires just out of range 
  of the Prism Towers or Sentry Guns, it takes them barely any time to
  teleport in range to attack; Therefore once they DO attack, the 
  towers can't retaliate because they are in the middle of being de-

 My (Wan Zafran) words:
 "Excellent tip. However, I'd still like to stress that if you're
  enemy has worked his base defenses out, he'd most likely have an
  extra Prism Tower or Tesla Coils nearby, so be aware of that too."

 Greg H's words:
 "I just thought I'd like to point out how good Chrono Legionnaires
  are. If they attack your base, an alarm is not sounded. For
  instance,  if you're fighting someoneand your fighting in some part
  of the map, you could send in like 4 Chrono's to attack several
  important buildings, and while he's watching the battle out in the
  middle of nowhere, you're erasing his base from time, and he doesn't
  have a clue. And in an IFV, they kick some ass."

 My words:
 "Superb. But beware though, just in case if the enemy is guarding his
  base while you're attacking him."

 Comrade Bronx's words:
 "I have found 1 more trick....Chrono Legionnaires in a group of 4 or
  more can be VERY useful when the enemy isn't watching their base. 
  Send ONE Legionnaire against one of the enemies defenses and then 
  send another at each of the other defenses that may be in range. 
  This tactic disables all defenses in a particular area and 
  eventually destroys them if the enemy isn't quick enough to stop you.
  It can also be handy when you are attacking with tanks and such... 
  send in a few Legionnaires as backup to stop the defenses damaging 
  your tank..."

 Pyreling's words:
 "Nuclear reactors don't explode when 'erased' by the Chrono 
  Legionnaires, freezes Superweapons while 'erasing' them. War Miners 
  can't fight back when frozen. Their price is steep, but they whip in

[2] land units

 Chrono - The ore miner from RA1 is back, with a slight change; it can
 Miner    now teleport back to the Refinery, reducing time needed to
          go back and forth. Have a couple of these babies mining ore,
          and watch that cash amount at the top-right side of your
          screen increase...

      Pro's: Can now teleport back to the refinery; hard to destroy.
      Con's: No self-defense; easily destroyed by tanks or normal 

 SPECIAL NOTE: Chrono miners carry $700, not $500 as previously 
               stated. For crystals, the money carried is doubled. 
               Thanks Pyreling.

 Grizzly - Grizzly Tanks are equivalent to the Medium Tanks of RA1. 
 Tank      They are good when used to destroy buildings or other 
           vehicles, but try NOT to use them against infantries. 
           Contrary to what most people think of tanks (unintended
           pun), they are actually the worst way of killing 
           infantry's, mostly because they use heavy cannons and
           infantry's are hard to hit. However, you can run them 
           over, one of the best ways to kill an infantry. Beware 
           though, that in big groups of Conscripts, don't try to run
           'em all over, 'cos they're the one's which are most likely
           going to kill you first. If surfaced against Apocalypse
           tanks, well... run. If there are more than 3 Apocalypse 
           Tanks and you have less than 7 Grizzly Tanks, just run.
           You're not going to win. These guys are mostly for base
           and light unit attacks, not for direct confrontation. 

      Pro's: Good for hit and runs; good for destroying buildings; 
             cheap to build.
      Con's: Near-useless for killing infantries; can't stand up
             against other tanks that much except in groups.

 Prism - Prism Tanks are powerful... VERY powerful to be exact. In
 Tank    groups of 5 or more, a single simultaneous hit from each 5
         tanks can totally destroy most base defenses, like Tesla 
         Coils or Sentry Guns. Most buildings go down within 3 shots.
         Still, watch out for those base defenses though. Which brings
         me to my next point. They got speed and power, but they lack
         one thing they need the most: armor. Though powerful in packs,
         try sending one to the enemy base. Most likely going to be 
         destroyed easily. A single Apocalypse, if not attacked, can
         destroy a few (Prism Tanks) by itself. They are very weak, so
         if you want to send a few, send it with backup, some other 
         tanks most likely. However, they are very good for 
         hit-and-run assaults. Know this tank well, he's one of the 
         few good tanks the Allied force have.

      Pro's: Superb building destroyers but weak against any other
             tanks; long range adds to its ability to clear the base
             of enemy's base defense.
      Con's: Extremely weak armor; easily destroyed by small groups
             of enemy tanks.

 Mirage - These are your portable trees, :). Just kidding, anyhow, 
 Tank     their attacks are of medium strength, so bring 'em in packs
          and they'll serve you well. In dense urban places, try not
          to use them too much, but in dense forests, the more you use
          them, the better. If you assemble them in a six pack 
          formation, like this -> ::: <- , they are virtually 
          untrackable, if you're opponent doesn't notice it. They are
          invisible to radar, if I'm not wrong (somebody please email
          me and confirm this). So send them close to the enemy base,
          bring some snipers behind them, where any infantry close 
          within the vicinity will be easy lunch for them. Mirage 
          tanks are good for accompanying your tanks too. If anybody
          else has any info on these guys, please email me.

      Pro's: Good camouflaging hideouts for snipers; powerful in 
             packs; invisible to radar (somebody, please confirm 
      Con's: Visible when attacking and moving; weak armor.

 IFV - The cool thing about these guys, are that they are 
       transformable. Different infantries inside these guys will 
       react differently. There's an IFV guide on Gamefaqs (Go 
       GameFAQs!), so I won't elaborate the details. Anyway, the good
       thing about these guys are that they are practically anything
       you want them to be, except head-on tanks. By default, they are
       anti-air units and good infantry killers, but put a soldier in
       and they'll be even better. Check out the IFV guide for more 
       info. Oh yeah, one last thing; if an engineer is put in, they 
       become superb mechanics for vehicles and tanks. Have these guys 
       available all the time.

      Pro's: Very good transformable machines; excellent vehicle 
             medics; good snipers; nice infantry killers; fast; just
             plain kEwL.
      Con's: Weak; can carry only 1 infantry unit; useless against

 Comrade Bronx's words:
 "If you're using the Soviets and manage to mind-control an allied
  IFV, you can put a Crazy Ivan inside it. This makes a nuke vehicle
  that is very similar to the Libyan Demolition Truck but much, much
  faster, :)"

 Allied - Stands for Mobile Construction Vehicle, which will, when
 MCV      deployed turn into the Construction Yards, your most
          important building in the game. These should be used if you
          want two different bases, with different bases focusing on
          different things. It's specifications are exactly the same
          as the Soviet MCV. Try building one yourself and deploying
          it somewhere. Oh, can somebody confirm this? I think that
          if you have a new base somewhere else, the energy source
          coming from your Plant there will be totally unrelated to
          your first base; meaning that if the second base had lots
          of Tesla Coils, and the first was sold clean of Power 
          Plants; the second base would still be operating because
          it isn't related to the first in any way. Oh, what the
          heck, never mind. This will most probably confuse you,
          but if you understand what I mean, and can summarize it
          in a less-confusing way, please write to me about it.
      Pro's & Con's: You'll have to figure these out yourself.

[3] air units

 Harrier - These jets can be said as Lesser MIGs, a souped-down 
           version of the old jets of RA1. However in flights of 4,
           they are quite powerful. Don't attack individual units with
           this, they're not worth the time. Instead, concentrate on
           crucial buildings, like the Construction Yard or Refinery.
           Just remember, that buildings such as those require much 
           more heavy attacks, usually around 8 Harrier's. I usually
           just build a couple and don't use them that much, but 
           here's a tip: if you're facing an opponent who uses only 
           ground units, and don't build their base defenses much, 
           then use air units. And if they don't have ANY anti-air 
           units, then build A LOT of Harriers.

      Pro's: Powerful attacks in big groups; very fast, good for
             scouting; excellent for fighting ground-focusing 
      Con's: Weak, 3 shots are all that's needed before going down;
             not much use if the opponent has a lot of anti-air 

 Night - The Nighthawk is one of the best ways of transporting Spies,
 hawk    Tanya(s) and Snipers. In fact, it's the only unit the Allied
         force that can bring more than 1 infantry at once.  It's very
         fast, suitable for quick hit-and-runs by infantries. There's
         a strategy I have in the Strategies section about using the 
         Nighthawk and a hit-and-run batch. You'll learn what I mean
         when you read it. The Nighthawk is not capable of defending
         itself , but if attacked, it will fly off to another place 
         where it won't get attacked. A lot of people don't notice 
         this (myself included), but did you know that the Nighthawk 
         can SHOOT? Yes, they shoot very well at infantries. Be aware
         of anti-air units and rocket infantries, though. But still, 
         generally I only use the Nighthawk for transportation only, 
         rather than warfare. 

      Pro's: Excellent infantry transportation; very fast.
      Con's: No defense; will go down easily if shot.

 Comrade Bronx's words:
 "Nighthawk choppers are invisible to radar which makes them quite
  useful in multi-player... <evil grin>"

[4] naval units

 Dolphin - Dolphins are the only units capable of releasing a Giant
           Squid's grip on a ship. These Allied Dolphins use some 
           kind of equipment strapped on their back which releases
           Sonic Waves. Allied Dolphins do quite well with destroying
           other ships or so, but their weakness lies in their low 
           rate of fire and weak armor; so these guys are basically
           just for backup or protecting immobile boats at the base.

      Pro's: The only way to release a Giant Squid from a ship;
             powerful Sonic Waves in packs.
      Con's: Extremely low rate of fire; weak armor.

 Amphibious - The AT is a superb way of bringing lots of infantries,
 Transport    or transporting tanks and vehicles in groups quickly.
              The AT is amphibious (as the name implies itself), so
              it can move as fast on land as it does on water. And
              if you're in the mood to haste, then just pack a couple
              of tanks in the AT and just Chronoshift them anywhere
              across the map. Beware of exploding AT's when you 
              Chronoshift them though. However, they are good for
              transporting large amount of infantries across the map.
              Check out the Strategies section for this.

      Pro's: Superb way of transporting groups of vehicles or
             infantries; quite fast on land or water.
      Con's: Very weak armor; if it explodes the infantry or vehicle
             inside will go with it.

 NOTE: Thanks to The Flaming Koosh of Death for correcting me with my
       mixed names. Also, read his tips too.

 Aegis     - The Cruiser is a superb ship, which can attack land at
 Cruiser     long ranges; and if it ain't enough, it'll send an 
             aircraft to shoot. These guys should not be looked down
             upon. Furthermore, they're quick, quite cheap, and are 
             worth the money. Good for quick assaults, but beware of
             Giant Squids and Submarines, which is why you must always
             send these guys with Dolphins or Destroyers. 

      Pro's: The ability to use plans with the Cruiser is a nice
             addition; fast and strong attacker; reasonable price.
      Con's: The planes get shot down easily; no defense against
             Giant Squids or Submarines.

 TFKOD's (The Flaming Koosh of Death) words:
 "Aegis Cruiser - Air defense. They shoot missiles that destroy 
  anything in the air. V3 and Dreadnought rockets, Hornets and 
  Harriers all die really fast. Kirovs take longer but that is 
  expected. They are not the only units that can target submarines,
  but they suck against subs."

 Destroyer - Very good naval attackers, they can shoot at extreme
             long ranges without much problem, and they're the only
             ones capable of attacking submarines. One problem:
             they're damn slow, so if you're sending them with
             some cruisers, don't send them long ranges, instead 
             slow down the cruisers so that the destroyer can follow
             them. And all-rounder naval unit.

      Pro's: Able to shoot submarines; long-ranged attacks; strong
      Con's: VERY slow; expensive; cannot protect itself from Giant

 TFKOD's words:
 "Destroyer - Good all around ship.  Has an Anti-Sub Warefare plane
  (ASW) and a normal deck gun on it.  These destroy subs rather fast, 
  and if the plane is destroyed, it is replaced for free. Good all 
  around ship."

 Aircraft - These are superb naval units. They send 3 powerful
 Carrier    aircraft's to shoot down submarines, or other ships.
            They shoot land or sea perfectly, and if the aircraft's are
            shot down, they regenerate back quickly. They are also
            very strong, being able to shoot down most buildings or
            units VERY quickly, and if sent in groups of 4 or more,
            are very destructive. They also have good armor, but are
            a bit slow though. And expensive.

      Pro's: Very strong; regenerating aircrafts; good armor.
      Con's: Slow; very expensive.

[5] special forces

 American - Think these guys are worthless? Think again. They drop 
 Para-      down anywhere within the map except water, they're good
 Troopers   GI's, and most will survive if you send them to attack the
            enemy's base. I can't explain further in any more detail, 
            you just have to test it out for yourself.

      Pro's: All that the GI has; come in troops of 5 or more; time
             counter for dropping paratroopers quickly refreshes; 
             nice for quick assaults.
      Con's: All that the GI has.

 French  - Looking down on those? Just because they're immobile? Heck,
 Grand     they're the best base defense any Allied force will want to
 Cannons   have. Why? Cos' they're super-powerful (heck, even 
           Apocalypse tanks will go down in 2-3 hits), have tough 
           armor and have long ranged attacks. Churn out a couple of 
           these around your base and then just concentrate on 
           defeating your opponent, leaving the Cannons to guard your
           base. These guys are superb. No tank, even Prisms can get 
           close enough to your base without getting shot if you have
           these guys around. If your opponent built a couple of these,
           well... pray that he doesn't have anti-air units. That's 
           the only way to destroy these guys, air. Naval force might
           work if your enemy's base is close to the shore. If he has
           all his base defenses worked out, it's gonna be a long time 
           before you defeat him.

      Pro's: Superb base defenses, excellent infantry killers and 
             tank destroyers; long-ranged cannons, good for 
             destroying tanks before they come within the vicinity
             of your base.
      Con's: Cannot move; easily destroyed if placed far from other
             Grand Cannons.

 British - British Snipers are excellent infantry-killers in group 
 Sniper    behind buildings or trees close to your base. Personally, I
           love these guys. Many times have my opponents sent Tanya, 
           and these Sniper's eliminated her without much problem. If
           you've played Half-Life's Counter-Strike before, you'll 
           probably know how strong the Artic Warfare Sniper Rifle is,
           which is what these guys are using. Their (Snipers) ability
           to shoot across long ranges perfectly totally blend with
           your infantry base defenses. Just a tip: never have a lone
           sniper, if you want to protect against mass attacks by 
           enemy infantries. Have at least 3-5 Snipers guarding the 
           place you want, and hide them behind some bushes or trees.
           That way, if your opponent sends a wave of infantries, 
           he'll be constantly wondering why his infantries keep dying
           when passing a certain point. Just don't put a sniper in 
           guard mode, or not he'll chase the enemy if he runs away. 
           The bottomline: just try this guy. You may like him or not,
           it's up to you. I hope in the next patch or so, Westwood 
           will add the ability to snipe above the buildings like a
           real sniper or deploy sand barriers. That would be really
      Pro's: Extreme infantry killers in groups of 3 or more; 
             excellent infantry base defense; a single shot kills
      Con's: Very weak, easily killed; they're rate of fire is VERY
             BAD; huge infantries rushing in will easily overwhelm
             them; his gun has no effect on buildings and vehicles.

 Korean  - I once thought that these could be of no difference to the
 Black     Harriers, just a powered-up version of them. I was
 Eagle     wrong. These guys are superb destroyers in pack of 4's, 
           each packing twice the strength of a normal Harrier. In 
           packs of 8, they can easily destroy any building you want
           them to in a single wave (a rush attack). Their armor is 
           also of a higher level; the Harrier being able to take 3 
           hits from anti-air units and the Black Eagle being able to
           take 6. If you know an opponent that uses ground units 
           only, then choose Korea. Build up at least 4 of these, and
           watch his buildings decimated slowly by you. A small tip: 
           Try to go for an opponent's Construction Yard first. If
           possible, send a suicide wave early, so that their 
           Construction Yard is destroyed early and their economy
           weakened easily. If you don't understand, read the 
           Strategies section. If I had the money, I would really 
           invest in these guys. When I play against people or the
           AI, I usually have about 4 Airforce Command Centers.
           Buy these guys, I really recommend that you do.

      Pro's: Very powerful in packs; good armor; very fast.
      Con's: Expensive; slow to build.
 Soviet Forces
 With the Soviets, it's a simple case: seek n' destroy. Their weaponry
 most of the time, even in small doses are very lethal. Their power
 lies in their tanks and base defenses. Most of the time, you just
 have to concentrate on the TANKS and base defenses. Build these up
 real well and you don't have to worry much.

[1] infantry units

 Conscript - A lesser version of the GI, they cost the same but are
             produced faster than the GI. However, they are much, much
             weaker. Personally, I only build these guys if I need to
             garrison my buildings, because they don't stand a chance
             against vehicles and even other light infantries. They
             also lack the sand barriers that the GI has, so they're
             easily killed. Their only true ability is their rate of 
             fire, which is twice as fast as the GI, I think. Use them
             as you wish, but don't rely on them for heavy warfare.
             However, if you feel that they should be rated better,
             contact me and give me your opinions.

 Comrade Bronx's words:
 "...and once you get a Cloning Vat, they become quite handy because you
  can train 2 soldiers for $100."

      Pro's: Higher rate of fire; faster to produce than the GI; good
             for garrisoning buildings; destroys buildings very fast
             in troops.
      Con's: Cannot deploy; weak against practically all units.

 Flak    - These guys take care of infantries quite nicely. They are
 Trooper   also quite well in the defense department, and won't go
           down easily. They're good at taking care of tanks and
           air units too.
      Pro's: Good infantry killers; cheap to produce; quite good 
             against vehicles.
      Con's: Slower than normal infantries; not as fast as the Flak
             Cannon though.

 Tesla   - These guys are NOT worthless as I previously said. They
 Trooper   have longer range than the infantries, but when brought
           against Tanya or the SEALs, they are easily killed.
           His price is a bit steep though, but he is extremely weak 
           against Tanks. Overall, a good but not-very useful unit.

 NOTE: I am wrong again about that worthless thing, sorry. Oh, and
       there's a feature I didn't write about, it's the Tesla Coil
       Charge thing. Look at that in the Theories section.

      Pro's: Good against light infantries.
      Con's: Expensive; slow; useless against Tanks.

 Engineer - See Allied Engineer above.

 Attack - See Allied Attack Dog.
 Yuri - Yuri is a superb unit when used with the Crazy Ivan. Many
        infantries or vehicles can't get near him because of his
        ability to mind-control them. Practically anything which
        can move is mind-controllable. He is also able to 'deploy',
        which will create a field of aura which will immediately
        kill or hurt any units close to him. Yuri, if used with the
        Crazy Ivan, is a potential unit of destruction (see
        Strategies section). His only weakness lies in the ability
        of being unable to protect himself from tanks or vehicles.
        Even so, try employing his mind-control power creatively.
 Comrade Bronx's words:
 "Yuri's cannot mind control dogs which makes them very vulnerable to
  their attacks."

 My words:
 "Hmm, a way to counter the above is to 'number' the Yuri team, and if
  needed, 'deploy' the Yuris whenever a dog gets near. Don't worry if
  there are other Yuris nearby, since they won't be injured from their
  own explosions."

      Pro's: Can mind-control everything which can move; ability
             to deploy can kill or severe units badly.
      Con's: Can only mind control one unit at a time; defenceless
             against long-range attacks.

 Crazy - Is either plan annoying, or plain cool. They're ability to
 Ivan    plant dynamites on buildings are really effective, because
         it cannot be removed, and just have to wait from being
         destroyed. They're the guys who killed General Carville (or
         whatever his name is, the fat guy in the Allied campaigns who
         commanded you). Used sneakily, they can totally wreak havoc
         on Allied forces. Try finding ways to sneak in enemy bases
         unspotted, and destroy!

      Pro's: Excellent building and infantry destroyer; ANYTHING can
             be planted with a dynamite.
      Con's: If he dies, anyone within the radius of 2 yards will die
             with him.

[2] land units

 War   - The War Miner is exactly the same as the Miner from RA1, with
 Miner   an exception: they're armed. Anything within the vicinity
         of 2 yards will most likely be shot at, and they can continue
         mining while doing this! Miners, both Allied and Soviet have
         one of the toughest armors in the game, and with it's armor
         and machinegun, this miner is one tough guy to crack. An
         experience I had: my 10 Prism tanks were against 2 of these
         guys, and guess what happened? (no prizes though) Yeah, they
         lost to these 2 miners, an example of how tough these guys
         are. They're only weakness lies in attacks by group of Allied
         tanks, the Chrono Legionnaire and if the opponent is playing
         the Soviets, the infamous Terror Drones. That can be easily
         repaired, though. Just send these guys to the Service Depot
         and they'll be fixed. But only use these guys as your last
         resort, if you're totally famished of all your resources.

      Pro's: Hard to destroy; machinegun adds superb anti-infantry
      Con's: Slow; useless against a group of tanks.

 SPECIAL NOTE: Chrono miners carry $700, not $500 as previously 
               stated. For crystals, the money carried is doubled. 
               Thanks Pyreling.

 Rhino - These are the Heavy Tanks of RA1, and they live up their
 Tank    name very well. Sent in packs of 5 or more, they're ability
         to destroy buildings and opposing tanks are very well-to-do.
         When sent in groups with infantries or other vehicles,
         they tend to help attract the attention from other opposing
         attackers, leaving the infantries or other of your vehicles
         to dispose of them. They're also quite good in destroying
         naval units, though I recommend that you use an Apocalypse
         to do so. This is a tank worth the money and investment,
         so always have a couple of these in an assault.
      Pro's: Nice all-rounders; good for quick assaults; reasonable
             price; good for scouting the map early in the game.
      Con's: Very hard to kill infantries because of the cannons.

 Flak - The APC from RA1 is back in Red Alert 2 with a new name for a
 Trak   new side. A superb way of carrying huge amount of units, read
        the Strategies section for this. It is also capable of 
        shooting infantries, but it's main use is for transporting
        infantries across the map at high speed. It's weak armor is
        a disadvantage for using the Flak Trak, but it can be 
        reversed if you're using Cuba. Bottomline: if you need some
        crucial infantry across the map quickly, use these guys.

      Pro's: Fast; good way of transporting infantry; has an
             anti-infantry machinegun.
      Con's: Weak armor, easily destroyed. 

 V3     -  The V3 Rocket is a superb unit for destroying buildings;
 Rocket    and you can see why by looking at the huge rockets on it's
           back. Good for back-of-the-lines in an assault, they should
           never be put in the front lines. Their armor is very weak
           and any tanks or even infantry (Garrisoned buildings work
           the best) will be able to destroy one easily. They make up
           for this with their long range: send a few with some
           Apocalypse tanks, have the Apocalypses go attack in front
           while the V3's wreak destruction from afar.

      Pro's: Powerful missile attack; quite fast; super strong in
      Con's: EXTREMELY weak armor; long reload time; turning itself
             in any way takes eternity.

 Terror - Does what it does the best, terrorizes me, :). Anyway, these
 Drone    guys are a real annoyance for your enemy if you send them in
          packs, so if possible, attack all the tanks you can. Quite
          cheap and fast to produce, they can be sent to the enemy
          base to destroy some tanks quickly. You will know if a 
          vehicle has been 'infected' if it constantly shakes by 
          itself for no reason. Their armor ain't the best in the 
          world; a few shots from any light infantries will totally
          destroy them. Just sneak 'em in, and let them do their work.

      Pro's: Nice way of 'terrorizing' your opponent; cheap and fast
             to make; moves very FAST; destroys any opposing player's
             tank quickly.
      Con's: Very weak armor; a bit irritating if you're playing the
             Allied forces.

 NOTE: Correction! 'The Flaming Koosh of Death' (TFKD) sent me some
       things about them. They are not Kamikaze drones, as previously
       said. After killing a vehicle, they will go on to 'terrorize'
       the next, and next, and next, continuing until either all the
       enemies within it's area or itself is destroyed. Also, if they
       are sticking to an Allied Chrono Miner, when the CM teleports
       back, they will still be left there, stunned. Thanks TFKD.

 Pyreling's words:
 "If a terror drone infested vehicle is force fired on and destroyed,
  the terror drone will also explode."

 Apocalypse - Now this is what everybody's talking about, yeah! This
              baby can be considered the 'Mammoth Tank' of RA2, with
              an exception: it's better. It's got all the three
              ingredients needed to make a super tank; speed, power.
              and defense. It's very powerful, 2-4 shots from it is
              enough to destroy most tanks; it's extremely tough
              and it moves fast enough to dodge some attacks.
              Seriously, if I was in a long-running game and I want
              my opponent decimated quickly, I'd build these guys.
              They are superb in the long runs. One drawback, though.
              The hefty price. For $1750 per tanks, it might make
              a hole in your pocket easily. So my advice is to
              basically make one for every $3000 that you have. When
              you have at least 5, go on a rampage. Virtually 
              unstoppable, if I may so myself.

      Pro's: Tough armor; quite fast; very powerful; nice investment
             in the long run.
      Con's: Very expensive; slow to make.

 Soviet MCV - See Allied MCV.

[3] air units

 Kirov    - The Kirov Airship is one of the most feared units in RA2,
 Airship    if not the most (it's my most feared unit).  If faced
            against an opponent who is coming to my base with this,
            I will quickly, very QUICKLY build on my anti-air base
            defenses. Be, very, very afraid of these guys. Two bombs
            should be enough to destroy most buildings, and they're
            extremely tough. They'll take more than a dozen blows
            from any anti-air units before going down. And if they
            come in packs of 2 or more, pray that you have enough
            power and anti-air units. Plainly speaking, wise
            investment and reasonable price, but one thing really
            bugs me, the speed of the Kirov Airship. It's both an
            advantage and disadvantage really, but bring a couple
            of Kirov's and your enemy will most likely fall easily.

      Pro's: EXTREMELY powerful air unit; worth the money and time;
             very tough.
      Con's: VERY slow, to the point of 1-2 yards per second.

[4] naval units

 Sea      - These are great naval anti-air units. When positioned
 Scorpion   with your other naval units, incoming shots from Aegis
            Cruiser's, Destroyers or Aircraft Carriers will be dealt
            with easily. If brought in packs, they are good for
            taking out incoming shots from other naval units. Good
            for backup, but nothing else. They are easily destroyed,
            which means that you must always keep in these guys in
            the back lines.

      Pro's: Cheap; good anti-air units; excellent for removing
             enemy naval units' shots; fast movement.
      Con's: Weak armor; useless if brought by themselves.

 Submarine - Cool units, made for heavy duty naval destruction.
             Nothing is able to hit it, except for when it is 
             surfaced. Even so, it is still prey against the Allied
             Dolphins. Good if you're trying to defeat the Allies using
             naval force, but it can only shoot within the water, 
             unlike the Dreadnought.

      Pro's: Quite powerful; invisible to radar; very good addition
             to any ships in packs.
      Con's: A bit slow; can be seen when shooting.

 Dreadnought - In the first Allied campaign, Tanya is required to
               destroy these. These guys are great for attacking
               buildings or other ships, but they are a bit low
               in the armor department, though. They are also subject
               to Tanya's C4, so be wise and keep them far, far
               away from Tanya.

      Pro's: Powerful attacks; cheap and fast.
      Con's: Easily destroyed because of weak armor; useless against
             Tanya's; easily destroyed by Allied ships.

 TFKOD's words:
 "I love the Dreadnoughts.  IF you get more than 5 of these, the 
  enemy's base is pretty much screwed.  5 Dreads mean 10 rockets at 
  once, hard for any anti-air combo to kill.  They do need backup of
  Squids, to kill Tanya and SEALs, Subs to destroy ships and Scorpions
  to kill aircraft carrier F-18's.  IF they get that, they are almost 

 Giant - I hate these guys, truthfully. Well, if I'm on the Soviets,
 Squid   I love em, but if I'm on the Allied forces... anyway, these
         guys are superb for halting ships and the likes from getting
         away. They are quite powerful, but their best features are
         being able to stun your opponent's ship while your other
         naval units attack the ship. The only thing able to 'shoo'
         them away from attacked ships are the Allied Dolphins. 
         They are actually very weak, and have extremely low defenses.
         A few blows from an Allied Dolphin will most likely kill
         them, and 2-3 blows from any ship is instant death. They will
         serve you well if you know how to use them though.

      Pro's: Attacked ships are stunned while the Giant Squid is
             holding them; good for sneak attacks or patrolling the
             base; fast movement.
      Con's: Very weak; a bit expensive.

 Amphibious - See Allied Amphibious Transport.

[5] special forces

 Libyan     - What's the use of wasting money on a truck which you're
 Demolition   supposed to destroy, that doesn't even cause much 
 Trucks       damage? Besides, by the time it gets near the enemy base,
              his tanks or infantries should already be ready to destroy
              it. Or even worse, his Prism Tower's or Tesla Coils will
              take care of it from afar, rendering this vehicle useless.
              But if Curtained, the demo trucks can be really useful.
              Read The Flaming Koosh of Death's tips that he gave

 TFKOD's words:
 "The Libyan Demo Trucks. These things are awesome. Imagine you have 3
  Trucks. Imagine you have a charged Iron Curtain. Imagine what would
  happen when they can't destroy 3 trucks before they park next to a
  Construction Yard. Imagine how much the enemy will be sworn out
  after the yard is gone. Imagine your delight." 

      Pro's: Releases a nuclear radiation field around it's vicinity
             when destroyed; fast movement.
      Con's: Expensive; easily destroyed; just plain useless.

 Iraqi      - Plain simply, I really hate it if my opponent has a
 Desolator    couple of these by their bases. They're a total pain in
              the ass, cos it's really hard to get past them. They
              use some sort of nuclear-radiation weapon, which makes
              it near-impossible for any of your allies to get near
              him. They also have long-range, good strength. They also
              can deploy, releasing a nuclear radiation field for as 
              long as you want (I think). However, this will harm both
              friend and foe, so I don't suggest you do this unless 
              these are the only guys you have on the battlefied. 
              These guys are quite good, I suggest you try using them.

      Pro's: Fast-killers; powerful; infantries (except his type) 
             and vehicles within his death vicinity will die with him; 
      Con's: A bit expensive; kills own infantries too.

 Cuban      - Cheap and fast to produce, these guys can be really
 Terrorist    amazing sometimes. If killed, they will release a 
              powerful bomb on their bodies. They are fanatics for
              the Soviet cause, and they will kill themselves with
              anything you command them to. I suggest you send 
              these guys inside the enemy base with a vehicle, then
              attack any buildings you're able to. Quite good,
              actually. Read the Strategies section for a way of
              making them detonate with Crazy Ivan.

      Pro's: Fast and cheap to produce; powerful explosions.
      Con's: Easily killed; any infantries around will go on fire
             if he is killed.

 Russian     - Plain simply, this is a Tesla Coil... on wheels. Though
 Tesla Tank    relatively weaker than it's original counterpart, in
               big groups it is a superb unit, as it's heavy duty
               electric charge easily weakens enemies, and it's speed
               more than makes up for it's low armor. Try to keep them
               in the back lines, however, as they cannot withstand
               a direct confrontation for a long time.

      Pro's: Powerful; quite cheap; fast movement.
      Con's: Weak armor; slow to produce.

 This is the section that most of you readers will be skipping to, I
 guess. However, read also the Allied and Soviet sections for some
 tips. This section will contain strategies, of three categories:
 Unit Strategies - regarding units, Base Strategies - anything to do
 with buildings and your base, and General Strategies, which means
 that it's possible to do the strategy anytime with whichever side
 you're on. Remember, if you have any good strategies or hints/tips
 or bugs, please send 'em to me at <white_ultima@yahoo.com> !

 Strategy count: 9
 *Spy/Tanya Combo*
 You can easily destroy an enemy's base defense with this. However,
 check to see that your opponent doesn't have any outer base defenses,
 such as Sentry Guns, Grand Cannons, Desolators, Prism Tower's or 
 tanks. If there are infantries, Tesla Coils or Dogs, don't worry. 
 Okay, first train a Spy and Tanya, and buy a Nighthawk. Disguise the
 spy, then enter the Nighthawk with Tanya. Land a bit far away from 
 the enemy's base, and infiltrate his power plant. With his power
 source offline, most of his buildings shouldn't be working, and send
 Tanya in and C4 the base! It is advisable that you destroy the
 War Factory or Construction Yard first, and have a spare Tanya or
 Spy just in case.

 - Wan Zafran.
 *Tesla Coil Charge!*    Status: Working!
 According to The Flaming Koosh of Death (TFKOD), you can actually
 "charge" the Tesla Coil. From a white-blue attack, it'll turn
 into yellow-blue, which is essentially the charged-up version. To
 do this, order your Tesla Troopers to 'force fire' on a Tesla
 Coil (to force fire, hold the CTRL button and click). I tested this
 out, it worked, and it worked perfectly. An Apocalypse can lose
 1/6 life with a normal Tesla bolt, while a charged-up Tesla
 Coil can take up to 1/3 life of an Apocalypse, which is literally
 50% more. Very powerful, I suggest you do so.

 TFKOD's words:
 "The Tesla Troopers aren't that worthless, as they can charge Tesla
  Coils. I once had over 10 troopers charge a 'Coil and an Apocalypse
  was dead in 2 shots."

 Beau Lilly's words:
 "You actually don't have to force fire on the Tesla Coils, just stand
  next to them."
 *Nuclear Defense*
 What would happen on the occasion of a Lightning Storm or a Nuclear
 launch? And if it landed on your base? So, here's some tips on
 minimising nuclear destruction:

 1. Scatter your buildings. Try not to make 'em too close, or too far.
 2. Try putting needed infantries somewhere safe.
 3. To save money on tanks, build some Mechanics (or Repair IFVs).
 4. If possible, move your MCV somewhere else when you see the
    00:00 Nuke Timer.
 5. Have a backup MCV.
 6. If possible, when the timer starts, build as many tanks, vehicles
    boats or whatsoever, and before the timer ends, gather the forces
    somewhere, and sell your base. Have a backup MCV to make a new
    base, just in case.
 7. Go tackle your opponent's power source.
 8. Try building as many Black Eagles or Harriers as possible, and
    attack the opponents power source. Divide the planes for each
    each power source, and attack.
 9. If you're playing the Soviets, use the '25 People In An Amphibious
    Transport' theory for keeping your infantries, then store all your
    vehicles inside the other Amphibious Transports. So if the enemy 
    nuked you, just send the Amphibious Transports somewhere else.
 10. Don't play with Superweapons enabled, simple as that, :)
 - Wan Zafran
 *Yuri and Crazy Ivan Combination*
 I read this in an interview featuring one of the game's designer, 
 but I can't remember who. Anyhow, for this trick, you need a Yuri,
 a Crazy Ivan and an anonymous victim, which can be anybody or
 anything. First, train a Crazy Ivan and a Yuri. Then find a victim,
 a monkey, alligator, enemy tank, enemy dog, or whatsoever, which
 can creep into the enemy base SAFELY. Mind-control the victim, and
 bring Yuri and Ivan close to the base, but just out of harm's range.
 Do the same to the victim too. Now attach a dynamite to the victim,
 and send the victim to the enemy base. *KABOOM!* Here's an easier
 to follow guide:

 1. Train a Crazy Ivan and a Yuri.
 2. Mind-control an animal or an enemy object.
 3. Go to their base (all three of them) but keep out of harm's way.
 4. Attach a dynamite to the victim, and send it to the enemy's
 - Wan Zafran (not mine, just posting it)
 *25 People In An Amphibious Transport*
 Did you know that you can put 25 infantries in an Amphibious
 Transport? Yes, you can! I was reading some of my old Red Alert 
 books, and stumbled across this one. However, to do this you must be
 on the Soviet's. First buy 5 Flak Trak's and an Amphibious Transport.
 Then train any kind of infantries that you want, and store all of
 them in the 5 Flak Trak's. Now, select all 5 Trak's, and click on
 the Amphibious Transport. Voila! 25 infantries stored in the AT!
 This is great for quick Conscript, Terrorist or Engineer rushes!

 - Wan Zafran
 *Crazy Ivans and Terrorists!*
 I was toying around with my terrorists and Crazy Ivan's today
 (29/11/00), when suddenly I had found the perfect way to have
 Demolition Trucks without being a Libyan. They are very powerful, 
 but cost a little more than a normal Truck. Still, this is a manual
 version of the Demo Trucks, so you can shift the strength of
 your Hand-Made Demo Trucks (HMDM) by removing and inserting 
 terrorists as you wish. 

 1 Terrorist = Light Explosion; enough to severely destroy an enemy
               Barracks, but not worth it.
 2 Terrorists = Small Explosion; okay, good for removing tanks or
                weak buildings.
 3 Terrorists = Medium Explosion; Nice for quick bombardments.
 4 Terrorists = Powerful Explosion; A light demo-truck.
 5 Terrorists = Super Explosion; THE DEMO TRUCK, only missing the
                nuclear radiation.

 Now, to do this HMDM, first train as many Terrorists as you wish,
 and a Flak Trak. 
 1. Get a Crazy Ivan
 2. Plant the dynamite on a terrorist.
 3. Order the terrorist into the Flak Trak and repeat as necessary.

 Don't worry, the Flak Trak won't explode. I don't know if it's a
 glitch in the game or whatsoever, but it's a cool one. DO NOT
 DEPLOY IT! Now, bring the Flak Trak to the enemy base. It's best
 if you do it like a Demo Truck really does, so send it Curtain'ed.
 If you want to maximise the destruction, just make more HMDMs.
 Bring it anywhere within the enemy's base, and DEPLOY. As soon as
 it is deployed, *BOOM!* . Very powerful, if I have to say so
 myself. And guess who discovered it? *hint* *hint* Me! Now, if only
 I could add a radiation field to that... hmm...

 - Wan Zafran
 *Special Units!*
 Special units are begotten when they infiltrate an enemy Battle Lab,
 or Barracks. Comrade Bronx has given me some tips on spy infiltration

 "I've done this a few time in long multi-player games.. I managed to
  mind-control 2 spies when I was a Russian, with which I sent both
  back to an enemy Battle lab,... This gave me two special units, Yuri
  Prime (an upgraded Yuri) and a Chrono Ivan (Crazy Ivan that can 
  teleport!). I used mainly the Chrono Ivans to teleport into the
  enemy mining areas and cause havoc on their miners! Also, I have 
  been messing around with Spies some more, and if you are the Allied
  forces, and you infiltrate a Soviet Battle Lab, you get 2 units. The
  PSI Commando, practically a Yuri that can blow stuff up like Tanya,
  and the Chrono Commando, which is exactly the same as a SEAL except
  they can teleport."

 - Comrade Bronx
 *Long radiation time when Desolators deployed!*
 Here's a way to cover some place wherever you wanna guard from enemy
 infantries or to purge enemy tanks.

 "Find a key spot to defend and make some Desolators. Deploy them in 
  the spot you want them to defend. While deployed, have them 
  force-fire right next to them. You should see them do something. 
  Undeploy them and leave. The radiation should fade away, but a very,
  very, very, VERY long time. All infantries crossing will die. Tanks
  Fully healed tanks will get through, though. However, Terror Drones
  won't get hurt, since they don't have any living part inside 

 - Beau "The Shady Milkman" Lilly
 *Camouflage and hidden units!*
 "Here is a Soviet tip that I use against the allies:

  Build a Flak Cannon and place it directly behind the Soviet barracks.
  It will be hidden away and your enemy will not notice it unless he
  looks carefully. It works for me all the time and kills a lot of 
  Allied Rocketeers. You can also hide Sentry Guns behind the sides of
  your own buildings, too, only the gun barrels will be poking out the
  side of the buildings. You could place one in line with the Flak 
  Cannon you built behind the Barracks. Both hidden away.

  Why advertise where your defenses are? Be a sneak. Hide things out
  of sight, behind trees and the buildings in the urban battlefields.

  I crack up when my enemy run his units straight into my little 
  traps. "

  - Hone Thomson

 Some things are left for the mind to wonder. When we're eating,
 reading, sitting in the toilet, walking, and thinking of Tiberian
 Sun, we might suddenly have a brainstorm. "Can we do that?"
 "Hmm, if I take this and this..." "If the IFV and Engineer..."
 This is your section. Post your comments to me on your theories,
 and let's try it out. To anybody who can help me confirm some of
 it, please do; and if anybody has any theories to submit, please do
 at <white_ultima@yahoo.com> ! Here's how it's listed: if it's a
 theory, then it'll be listed here, until it's confirmed or tried
 but won't work. If it's works, it'll be put up in the Strategies
 section, got it?

 Theory count: 2
 *25 People In An Amphibious Transport - Status: Working!*
 *Crazy Ivans And Terrorists - Status: Working!          *

 It is a tremendous task to write all of the people and their 
 contributions here, so I will write their names and email addresses
 only. Now, if anybody wants to have me remove their mail address from
 the list, please inform me if so.

 The Flaming Koosh of Death - riceboy9@hotmail.com
 David Goldberg - Mrniceguy@deal-maker.com
 Comrade Bronx - comradebronx@hotmail.com
 Paul Murphy - mystr_2002@yahoo.com
 Beau Lilly - beau@cdlilly.com
 Greg H - gregh@qa.prestige.net
 Hone Thomson - hone.thomson@xtra.co.nz
 Pyreling - waterrunner@hotmail.com

 v1.0 - All Allied Units Strategy added.
 v1.2 - Allied Special Forces added.
 v1.3 - Soviet Units added.
 v1.4 - Soviet Special Forces added.
 v1.5 - Theories and Strategies added.
 v1.6 - Everything ready, please send in your Strategies or Theories!
 v1.7 - Added the HMDM, got first strategy submission by TFKOD!
 v1.7.1 - Added some other strategies, fixed some stuff.
 v1.8 - Added Credits, Cmrd. Bronx and Beau Lilly Strategies. Also
        I fixed some stuff and added my own words to some tips.
 v1.8.5 - Added some people and their tips, listed above.
 v1.9 - Some new people added, some tips and stuff and fixes.
 v2.0 - Final version, no more updates. Fixed some stuff, corrected
        this and that.

© 2000 Wan Zafran. Thank you for reading.
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