Computer versus computer, needless to say, relaxed, free, as long as they are willing to train a hundred apocalypse tanks to bully a simple computer enemy.
The battle between friends, friendship first, competition second. There are times when there is a lack of martial virtues, but it is not so bad that it tears the face off. Overall, it's a lot of fun to compete with each other for the number of tanks you have, and it's not as important to win as it is to lose.
But if you're in a serious Red Alert battle, it's not that easy. In order to win, all kinds of tactics can be used. A game down, one may be a little confused.
It has not yet begun, how come the battle is already over? In short, the loss is not clear.
So in the face of such a master, there is no winning formula that can reverse the situation?
There is no winning formula, but there are a few tactical skills that can be quickly mastered. After mastering them, you'll be one step closer to being a master.
There's no need to think too much about it, just go for Iraq. In fact, in Red Alert 2, most of the masters' duels are won by Iraq, which is backed by big data.
The Rhinoceros tank is the most cost-effective main battle tank in Red Alert 2, and the Radiant Engineer is the most useful support soldier in the battle, so the game hasn't even begun yet, and you've already got the big data initiative.
In addition to Iraq, Allied France and South Korea are also good choices, being second only to Iraq.
But data is data, and operations are operations, and whether or not it shows up is another matter.
After the chariot factory is built, terror bots can be trained to harass opposing mining vehicles. If it's an allied mining truck, it's not a big deal, because the other side will be able to time-shift. If it's an armed mining vehicle, the success or failure of this trip can often determine the outcome of the battle.
After all, the opening loss of the mining car is an extremely affective thing. With $1400 for the oxcart and $500 for the spider, if successful, you can not only cost your opponent units, but also $1000 in lost ore.
By the way, the spider drill armed mining car also has a trick, is when the mine car ass facing their own, the chances of success is greater, because the mine car gun turret turn around needs some time. Also, it's good to enter the moment the opposing mine cart comes out of the chariot factory.
Of course, in addition to the mine carts, the Spider can also go around to the enemy gem mines, and if it encounters a base cart that is preparing to open up a sub-mining area, it's a windfall.
Superweapons are delivered at regular intervals, and although they can't be avoided completely, you can minimize your losses by using some of the following tactics.
First of all, the location of nuclear bombs can be predicted in the following two ways. The system will sound an alarm when the nuke is in the air.
At this point in time, you can drag the screen repeatedly in your home base to determine the location of the bomb according to the size of the alarm sound, the louder the sound, the closer to the fallout point.
Additionally, the Mind Finder can also detect where a nuke has landed, and as long as it's within the detection radius, a marker will appear at the location of the landing.
After the lightning storm falls, many buildings will be in a bloodless state, in a blackout state, and the opponent will often send air force to make up for it. This time you can do a good defense in advance, so as not to be taken advantage of the situation.
Time is limited, money should be spent on the knife edge, the resources to achieve the most reasonable distribution, some of the redundant buildings do not have to build.
So what are the extra buildings? First of all, the replication center, unless it has a double base, you can use the mosquito sea tactics. In most cases the opposite side are either all Iraqi or allied camps, the minions are radiated engineers and Tanya complete overcome, bursting soldier flow is basically useless.
In addition, in the original version of Red Alert 2, if you want to rely on the replication center to brush money, you also have to have a double base.
The mines only need to keep one, and the rest of the mining vehicles can be built from the chariot factory. The Repair Factory is for targeting Terror Bots, not to be used as a repair site for the hordes.
If you're going to play the speed push stream, you don't need to build the combat labs or super weapons.
In short, resources can be tilted as much as possible towards the three units of Battle Factory, Tanks, and Mining Vehicles. In official matches, the number of these three units is used as an important statistic to compare the power of the two sides.
As the name suggests, after the bunker training, don't panic and build it out first, watch the timing, and wait for the time when you need support.
So when is the best time to strike? For example, if the opponent's spiders and engineers are walking around their base, you can instantly build a bunker and kill them in seconds.
Or the enemy forces to attack, they are at a local disadvantage, you can quickly deploy bunkers to support. At the same time, the engineer occupied the enemy building, you can also instantly deploy bunkers for defense.
In the tank duel, you can bring more mobilized soldiers and dogs. There is an ancient poem:
Neck right twist, you back me top. Tanks with dogs, the more you fight, the more you have.
Rhinoceros, grizzly bear, apocalypse tank shells can not hit the parabola, but a straight line trajectory. Rushing in front of the group with mobilizers and dogs can be effective in absorbing damage.
Tanks dueling, do not stake out the fight, "Ctrl" and "Shift" keys together to open the automatic attack mode, while playing the side of the move, in order to share and avoid damage. The first thing you need to do is to get your hands dirty and get out of the way of the game.
Radiation engineers are a killer in group battles, and are mainly used in group battles to pull back and maneuver, and in general it's not that easy to "burn" each other.
But there is a set of tactics called "Heaven and Earth", which is to put the radiation engineers in the anti-aircraft tracked vehicle mixed in the army, and the enemy forced to fight.
When the two sides are standing in a group, the army suddenly retreats, leaving the anti-aircraft tracked vehicles behind. The moment the vehicle is destroyed, the Radiant Engineer quickly presses the D-pad to deploy. Although their own troops will also be radiated, it is clearly the other side that will be more y wounded because of their advance preparations.
With two sides and multiple lines of operation, this allows you to split the tank force into three groups in a ratio of 2:3:5 and attack the opponent's base.
Here, 30% of the troops are used to bait the enemy, and then half of the force is used for the main attack on the other side, while the rest of the force is used for reinforcements.
When the enemy is attacked from both sides, they will divide their forces to block the enemy. This time, according to the distribution of the opponent's forces, the remaining reinforcements will be dispatched to form an advantage on one of the sides, while the disadvantaged side can be pulled back.
When the advantageous side of the enemy will be completely destroyed, then you can be surrounded on both sides to eliminate the remaining enemies.
There's not much more to say about this method of play, which is to sell the base in the opening wave and use it all to get out tanks. At the end of the day, even the battlefield factory can be sold, leaving only a barracks, will only be left some money for the mobilization of soldiers and dogs, all press.
I believe that in most cases, the opposite side simply can not carry such a fierce initial attack, especially for the allies such as the initial relatively weak camp, but also be crushed.
But this is also a risk, in case if the other side see you this situation, sell the base wildly out of the bunker minions, hard to carry this wave over, then only GG.
The above may not be considered a unique approach, but it is a very practical tactical skills. In the face of relatives, friends and coworkers who once had a hard time winning, it may be time to surprise them.