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Tactics

Crushing

Infantry can be crushed by some vehicles sometimes automatically or at user discretion using force-move. When a vehicle drives onto a cell where one or more infantry are residing then there is a chance that they'll get crushed. The chance of surviving a crush attempt is 75% for regular infantry and 95% for a hijacker.

Infantry have a higher chance (how much?) to be crushed when standing in a road.

Vehicles that can crush infantry can also crush barbed wires and sandbags. Mammoth tanks can crush concrete walls too.

Blob

A blob is a dense collection of many infantry units attacking and moving together.

Overview

Blobs are usually composed of rifle infantry and rocket soldiers, but other compositions are possible. Such a blob has extreme fire power and almost functions as a single "super unit". It is also very cost-effective.

Blobs can be produced very early, and they commonly appear at the Early Game, but they can also be useful until the end of the match. Some players prefer blob-oriented play and rely heavily on blobs. Such players will often produce many Barrackses to maximize unit production speed.

Weaknesses

Blobs are vulnerable against crushing, V2s, and yak suicide attacks, and are extremely vulnerable against artillery or Chrono Tank crushing, and Phase Transport crushing.

Weak Blob Compositions

A blob with too many rifle men and not enough rocket soldiers is vulnerable against Crushing or aircraft attacks. Alternatively, a blob with not enough rifle men is vulnerable against enemy Rifle Infantry.

An oversized blob may be ineffective, since only the soldiers on the front-line can engage the enemy. Splitting such a blob into multiple blobs is sometimes a better choice. This is particularly relevant in narrow passages.

Common Blob Compositions

- Rifle Infantry and Rocket Soldier blobs

- Shock Trooper blobs

- Medic blobs, possibly combined with some offensive units.

attack dogs or spies can be embedded within a blob to allow them to detect incming phase transports or chrono tanks. Additionally, tanks can be mixed in to act as a shield, since they can sustain a lot of damage.

Scouting

Scouting is the act of revealing the position of enemy units and buildings.

Suitable units

All Aircraft make excellent scouting units, with insane view radius, excellent speed, all-terrain capacity and untouchability, but before they are accessible from dedicated production structures on tier 2, the following units can be used instead:

- Ranger - Excellent speed, 8-cell radius, weak armor, costs 500 credits;

- APC - Good speed, 5-cell radius, good armor, costs 850 credits;

- Mobile Flak - Decent speed, 6-cell radius, moderate armor, costs 650 credits;

- Light Tank - Decent speed, 5-cell radius radius, good armor, costs 700 credits;

- Submarine - Cannot be seen or attacked by ground units and has 8-cell radius, but is slow and waterbound;

- Spy - Can sometimes infiltrate the bases unnoticed, but is slow and has 5-cell radius.