You can actually save both refinery's quite easily. You send all gi to protect the island one. Deploy a pillbox at the top on and send the dolphins to take out the first transport. Build 5-6 destroyers to take the water And 2 seals. 1 to the bridge then the ore feild and another to the water for the dreads Get 5-6 rocketeers to the top ref and it'll be secure. Then focus on taking the water at the left choke point. After that it's just waiting for the map expansion
I wait for these vids, I love the content, keep up. I just want to point out some things I do differently. First thing is about the seal bridge. I usually zaypoint loop the seal to destroy the bridge which keeps him doing it all the time, which also triggers a lot more enemy engineer planes to come flooding the map. Next, about the nuke sabotage, I always gather 4+ prism tanks instead of spies and chrono them between the two nuke reactors, destroy them both and the nukes never fire because AI never builds power again. Also, I wouldn't build anything 1 block around the ore generator thingy.
This mission has been my nemesis when i was a child.... very hard, until i knew i could use 9 prism tanks with the chronos sphere and use the walls for cover. That's the fast way... now i just want to play for fun and every playthrough i try something else. That's the fun about ra2. You know the missions, maps, objectives etc. But you have the freedom and space to have fun and discover things.... it's a very open game.
I used to play this game with my father, I would get him to do the playing whenever I got to this mission and I would watch him playing. I never finished it until now :D
Interesting. I never thought of prolonging this mission like this. I had always focused in the "Prism Tank Chrono Rush" against the ConYard and Nuclear Reactors, and eventually finishing the nukes with Harriers. Great video. I think I'll try this out.
I hated this mission on hard, it's almost impossible to fend off the massive initial assault, but experience makes difference. Seal to sink the Dreadnoughts, another Seal to blast off the bridge north, a few Destroyers to deal with Subs, Dolphins to counter Squids and Amphibious Transports, last but not least Aegis Cruisers to shoot down enemy reinforcement Cargo Planes. Few Prism Towers to strengthen positions around Refineries. And you're covered.
1:25: "So, that explains those secret convoys going to Cuba while we're busy holding out the Soviet ground assault. If those convoys showed up during peacetime, there would have been a so called 'Cuban Missile Crisis' that would have nearly jeopardized peace as a whole."
Not really, mission 6 is way more Difficult. Try to utilize pill box and wall because It cost no power and still functional even low power. For dreadnought or vehicle tank and mirage is the best defense along side turret prism tower is power hungrier so build low as possible. And how to kill the nuke just build more mcv and don't put weak structures at the same spot 9 prism tank is enough to break anything combine with mirage is ok
If you don't mind for cash or sacrifices, building three airforce command hq and send a group of 12 harrier for each target, building new aircraft as necessary, is an "easy" way to win with less micromanaging. the tanks there can make quite a fast work out of nine prism tanks.
Nice idea with the spies! I've chronoshifted an MCV instead along with a few Mirage tanks, had a War Factory ready to deploy as soon as the MCV got transported, then started base-crawling with Power plants and prism towers towards the Soviet base while destroying Tesla coils with prism tanks from the factory I've deployed next to the second ConYard.
I basically did what I'll call the "Tumor Strategy", which is exactly the same as the first part, but the main difference is that I don't basewalk, but rather, just make the base self-sufficient in terms of defenses.
I love that you can hear Einstein speaking something through the radio before he gets put through. My favourite Allied mission by far, this one here has so many different ways of completion that it might as well be the last mission. You start off in a really bad position, as you will get attacked from all sides, you will suffer from a lack of resources if you don't keep the Ore refineries on the other islands intact, and worst of all - you have a timer to worry about. It is one of those rare micro intensive missions that are fun because they are hard. In all honesty though, it isn't really hard. In fact, the only two "hard" missions in Red Alert 2 would be the assault on Moscow in the Soviet campaign and the defense of that Battle lab in the middle of Siberia. For as long as you know that you can blow up the bridges and where the Soviets are going to come from, you should be fine. And the Nuke silos that the Soviets have aren't really a threat - even if they do nuke you (which is with only 1 nuke, despite there being 3 silos), it doesn't end mission, nor will it do much damage other than get you low on power. Fun fact - if you don't build the Chronosphere for a long enough time, the map will expand on its own, which would normally happen only if you had build the Chronosphere. You also don't have to actually fight the Soviets - all you need to do is destroy the Nuke silos, which means that a group of 5 Prism and 4 Mirage tanks teleported near the main Soviet base are more than enough to end the mission if you micro them properly, you won't even have to fight the Soviet navy.
11:42 load spies inside nighthawk 12:55 epic fail (the apocalypse that tg was trying to crush on did eventually explode tho.) 19:48 war miners: “ how did we... get here?”
I remember that I abuse the Seals to repeatedly looped the Bridge detonation so it forces the AI to drop a lot of engineers which I can kill using the troops, which brings me up to easy promotion of my troops
Finally. Another long play video. A few things I did differently here: 1. I built a few patriot to intercept missiles so things would not get destroyed that fast. Of course, SEAL to finish dreadnaught. 2. As for engineer repairing thing, sitting a bunch of rocketeers in the small flat area between two bridges can permanently remove the need for double checking the bridge and patrolling sea scorpion wont be able to hit them. As for desolators? Two pillboxes are more than enough to kill them. 3. I never bothered to use spies when I was playing this but instead I used the prism tank method mentioned by another commenter to take out those two nuclear reactors. I now have unlimited time to prepare for all kinds of assault. 4. I tried to chrono tanks over to kill, tried to build navy to kill. Both works just fine, though navy needs a bit more of micro cause subs and other shenanigans. Not too difficult though. 5. As for the starting small island refinery, two prism towers and a pillbox did the trick for me. I also built a patriot cause of V3. Later on I built some tanks to finish it off. 6. For the top refinery that is “doomed to fail”, I sometimes went a bit greedy and only called back miner at the last second lol. 7. It might be feasible to gather ores from the top half of the map but I bet most people just dont bother cause the reinforcements are simply way too strong, and holding that really does not make a lot of sense. 8. I never bothered to build prism towers to kill off enemy naval patrols. I thought it just did not worth the hassle.
Wow, you straight up annihilated those Soviets! Btw, regarding using the Chronosphere, I found that 4 Mirage and 4 Prism Tanks usually can take care of anything on the ground, and they got perfectly in the chrono field.
*They FIT perfectly in the chrono field. Even against Soviets, unless massed by Rhino or Apocalypse Tanks, 4 Mirages are obviously concealed, and do high damage to tanks, and the 4 Prism Tanks help out and slows the attackers down. An awesome combo, also used this to take out the Psychic Dominator in the last Allied Mission in Yuri's Revenge.
I cant wait to see how you tackle the final soviet mission in the YR campaign. I have done it on hard with killing all enemy units but it was quite hard. normally you just cheese it with Kirovs.
There are some speedruns where the allied psychic beacon is destroyed by a quick rush of the initial forces. Then, having allies under control, your life becomes a lot easier. Though, I could never replicate it. My rush team always gets destroyed by the prism towers and other allied forces, even if I reinforce it heavily in the midgame. So I don't bother anymore. Just build 7 kirovs to destroy the soviet psychic beacon. Works pretty reliably.
TG Sacred is the best time for this great RTS game. A lot of unknown, surprising discoveries and tests. Cool memic situations arranged by the creator and professional gameplay. I wonder if there will be unit tests with Yuri Revenge: MO
1:46: "What the hell?! Animal warfare is now being utilized right now!" "Please don't give the Commies ideas, Eva. I also don't want them to have War Bears or some other crap."
@Laura Allard ...You know, the Soviet campaign is said to be non-canon, but I must admit, it might have led to Generals, which then led to Tiberian Dawn. Also, I suspect Romanov's Black Guard to be secretive Nod supporters, all while Yuri was a rogue Nod agent.
You can save that Ore Refinery you sold off at the start. Makes the mission more challenging initially (and easier later, since money) (Also saving right after "Mind Controlled Squid" important - especially if you add the rider of not losing a starting dolphin to the first 4 squid spawn). Requires focusing on the Naval battles though.
One chronominer for entire time was like "nah, soviets arorund, I refuse to work, time to be lazy" on the mini island. Probably stopped working when one of rafineries was sold
23:34: "Naval blockade of Cuba underway." 24:06: "All Soviet forces in the Floridian coast neutralized. Commencing liberation of Cuba." 25:58: "Commencing land invasion." 27:54: "All main invasion forces active on Cuba eliminated. Proceeding to the rest of the island nation." "Shame HQ didn't order me to capture the base. Those Nuclear Missile Silos would have made a useful scare tactic/bargaining chip against Cuban resistance and other Latin American Communist forces."
Easy way to deal with the Dreadnoughts is to build your War Factory up from your ConYard, that'll force them to sail towards the bridge and your Shipyard, at which point a SEAL can easily deal with them.
that bridge you kept destroying is actually bugged. if you keep ordering the seal to destroy it then the enemy will send planes as many times as you ordered the seal to destroy it
You can actually destroy the two bridges connecting to that island in the northeast, then on that same island camp a seal next to each of the bridge heads. AI only air drops engineers on that island. This way you won't need to remember to constantly blow up the bridges. (There are more engineers to the north but those are programmed to not rebuild the bridge)
I was played this mission on rush mode (no bride destroy, no build too much power plant and prism tower, leave the sea to the enemy and hard def) i run on time with the nuclear silo time... by using 4 amphious transpot. On 2 each of them: 8 prism tank and 8 mirage tank then i crush fast destroy all nuclear silo just right on time... still im using spy to steal enemy money by using nighthawk with little skill.
Am I not alone spending hours turning the entire northern area into a secure and well-organized island fortress? It hurts my heart to see bases built haphazardly.
I would say that dolphins is a master of friendly fire. It's sonic emitter may damage enemy in line. And so do your's. Suprisingly the dolphins themself don't get blast by their own sonic emitter
You're right, it is. I can't find any line in the rules that'd prevent dolphins from potentially harming each other. Yuri PsiPulse (Yuri deploy ability) has AffectsAllies=no on the warhead, but the SonicZap's warhead doesn't. This might be hard-coded logic related to Sonic=yes warheads. ModEnc's page doesn't say that tough... www.modenc.renegadeprojects.com/Sonic
If you destroy their 2 nuclear reactors they don't rebuild them and the nuclear silos will remain powerless for the rest of the game. Also if you capture the enemy mcv you can build a nuke of your own and it will have a countdown of 20:00 too
By the way, if you wanna play nuclear with Soviets -- keep in mind AI utilizes the same logic for SW striking : most of the time it's either a Shipyard or a War Factory.
0:24: "I'll let you sing praises, and you're welcome, sir." "...You know, I noticed that Alaska would have been another suitable location for the Chromosphere; a pity our efforts to retake the state are coming slow...I heard Allied forces there are actually pinned down by mysterious soldiers with a black and red motif. Apparently, Jenkins'...new superiors are trying to make sure of some sort of foothold against both us and the Soviets. I'm pretty much concerned at the possibility." "Well, wish you luck, Mr. Einstein."
Why not just build a couple of Prism tanks, load them in the transports and chrono to the bottom left side of the map. Then go take out that reactor nearby and all the other power structures? That way enemy will be without power and won't rebuild the power supply, so no rocket attacks. Did that yesterday on Hard and finished the mission in under 15 minutes.
I dint know you can destroy the bridge and you can sabotage their superweapon so easy. It was very hard to complete the mission without that in mind :D :D a lot of pain
3:38 I think you meant "repairing" :P 5:57 this happens at Scenario Time 1860 (easy), 1260 (medium) or 960 (hard). Divide these numbers by 2 to get how many seconds you have at standard 30FPS speed. 9:17 lol 9:50 those spies might have been more useful elsewhere; spies only give 5% of enemy cash reserves again. 29:42 destroying this Nuke Reactor is useless as it belongs to different House (BadGuy3) than the main base (BadGuy2). lol, that outro! The reason that happens is because the bus belongs to Civilian1 House, it's your ally, and transports seem to be coded so that when someone requests entry yet the game thinks the wanna-be-passenger can't reach the transports, that transport will go to the passenger. Can be observed in RA2 All07 with the cyan choppers when you want one of your troops to enter a chopper. Good luck getting him back out though. Map mods: -standard halving of harvester capacity and doubling of resource-worth. -Cop cars make no sound (AmbientSound=Dummy). -Cruise ships are twice as strong with Strength=600 (presumably to last against the squid long enough for the intro). -ChronoSphereSpecial has RechargeTime=5 (that'd be ~2.5min real-time). -many Soviet units have DefaultToGuardArea=yes, so they don't stand around like idiots too much. -Chronosphere ArmorType explicitly re-set to concrete. -Allied War Factory ArmorType set to concrete (vanilla's is wood). -General section re-defined, PrismSupportModifier not re-set; Prism Support is OP again! -Lighting changes to the Invisible Yellow Lamp and Negative Light Post -Nuclear Missile Silos will not be revealed from under shroud (if you lose Spy Sat you won't see the nukes!).
Now I have to wonder why they do this “halve harvester capacity while doubling resource-worth thing. To give AI a bit of edge of some sort? However, I don’t think they really need too much res to begin with as they are all default to 500k.
@@MoondropSimulacra All of them are initially owned by BadGuy1 House, and a trigger changes them to... BadGuy3... Woops! Looks like I was wrong; by theory destroying the Nuke Reactor at 25:23 will cut the power to the Nuke Silos. But in the video destroying the main base's Nuclear Reactor at 25:39 is what actually cuts the power... Oh, now I get it. The map scripted so that initially, main base (BadGuy2) only has one Nuclear Reactor, and the Nuke Silos have no power (BadGuy1). BadGuy3 has a nuclear reactor of his own that just powers the surrounding defenses. When the local variable Chronosphere Built is set/met, all Change House to BadGuy1.
@@estellebright2579 They must've wanted harvesters to "mine" the same amount of cash twice as fast for missions; it's the end result of capacity-halving and worth-doubling.
If each nuclear silo belongs to a different house, then it would be difficult to explain why I need to kill both reactor to stop the silo power. Maybe there is a trigger to set all existing soviet structures to the same house?
@@Anthyrion Yeah, would have loved to capture them so as to have the feeling that the Allies are deservedly putting the Cubans and Soviet sympathizers all around Latin America in a hostage situation.
9:32: "Now, to test the old yet improved girl..." "Success! Of course, the device still needs to be infantry-friendly..." "...then again, I don't think this device should be used by anyone at all after this war is over. Time is a powerful weapon, and honestly, screwing with it too much will lead to unforeseen consequences." "Still, I'm curious to know if Multiverse Theory could be a useful possibility in future warfare..."
Do you know about all the patches that fix 1920x1080, as well as the framerate? I believe your Yuri's Revenge videos are all 1920x1080 right? RA2 is also possible :)
say, in earlier part, why didn't you send one of the seals to the second island and destroy the other bridge there? i mean, the enemy always sends 2 engineers to the second island in order to repair both bridges anyway, so just keeping one seal there would solve all your problems regarding ground troops coming in from the north side of the map
Good point! Technically the whole concepts of Iraqi desolator vs Cuban terrorist are weird, kinda reverse from nowadays perspective. Cuba never got famous with suicide bombers, while in Iraq terrorists of that kind became active just a few years post-Red Alert 2. While desolators would now seem maybe more logical to Cuba, as they were the ones who had at least some proximity to nuclear tech once (both in reality and in-game). Iraqis, were, however suspected with nuclear armament at the time of Red Alert 2 release, but it turned out later the suspections were mistaken.
And after seeing the second fall of Moscow, I'll be waiting for the Soviet campaign and the YR campaigns. After those are done, I hope there will be longplays of the other C&C games as well, especially the Tiberian Dawn-Generals: Zero Hour era.
how can a Crazy Ivan enter the pentagon...? (pentagon, because in previous missions you saved the pentagon and able to take Gen.Carville's office back)
easyer way. 1. Set arround 20 GI´s and 5-10 Rocketeers to the bridge, they will hold it easy. 2. Send Prismtanks via Cronosphere to the Soviet Base and destroy the 2 Nuke plants and clear the map. why you dont really build an AA Defense arround youre base is something i dont unterstand xD
The cutscenes of ra were always memorable even if it isnt taking itself seriously. Gotta luv everyone in the cutscenes.
Agreed. I like how the Tiberium series had more serious tone while RA series had more whackiness to it. Gotta love that butterfly effect.
Chronosphere + Map Reveal + 9 Prism Tanks = Instant win.
With the first wave good to cripple the energy. And the second wave, final smack down.
@@adryannthedefender701 no with just a first wave of ur chronod prism tanks you can finish it instantly
True! The funny thing about the Allies is that you can win any game with just prism tank :))
thats what i did
👍👍👍
Or aircraft carriers
You can actually save both refinery's quite easily.
You send all gi to protect the island one. Deploy a pillbox at the top on and send the dolphins to take out the first transport. Build 5-6 destroyers to take the water And 2 seals. 1 to the bridge then the ore feild and another to the water for the dreads Get 5-6 rocketeers to the top ref and it'll be secure. Then focus on taking the water at the left choke point. After that it's just waiting for the map expansion
tg: *builds powerplant*
also tg: *can’t decide where to place it*
Puts it where the other one blew up 🤣
I wait for these vids, I love the content, keep up. I just want to point out some things I do differently. First thing is about the seal bridge. I usually zaypoint loop the seal to destroy the bridge which keeps him doing it all the time, which also triggers a lot more enemy engineer planes to come flooding the map. Next, about the nuke sabotage, I always gather 4+ prism tanks instead of spies and chrono them between the two nuke reactors, destroy them both and the nukes never fire because AI never builds power again. Also, I wouldn't build anything 1 block around the ore generator thingy.
This mission has been my nemesis when i was a child.... very hard, until i knew i could use 9 prism tanks with the chronos sphere and use the walls for cover. That's the fast way... now i just want to play for fun and every playthrough i try something else. That's the fun about ra2. You know the missions, maps, objectives etc. But you have the freedom and space to have fun and discover things.... it's a very open game.
I used to play this game with my father, I would get him to do the playing whenever I got to this mission and I would watch him playing. I never finished it until now :D
Interesting. I never thought of prolonging this mission like this. I had always focused in the "Prism Tank Chrono Rush" against the ConYard and Nuclear Reactors, and eventually finishing the nukes with Harriers.
Great video. I think I'll try this out.
I hated this mission on hard, it's almost impossible to fend off the massive initial assault, but experience makes difference. Seal to sink the Dreadnoughts, another Seal to blast off the bridge north, a few Destroyers to deal with Subs, Dolphins to counter Squids and Amphibious Transports, last but not least Aegis Cruisers to shoot down enemy reinforcement Cargo Planes. Few Prism Towers to strengthen positions around Refineries. And you're covered.
1:25: "So, that explains those secret convoys going to Cuba while we're busy holding out the Soviet ground assault. If those convoys showed up during peacetime, there would have been a so called 'Cuban Missile Crisis' that would have nearly jeopardized peace as a whole."
The nuke silo wasn't the threat it was the school bus all along
Thank you for these videos, they make my quarantine bearable
On my recent replay of the campaign, this proved to be the hardest allied mission.
Not really, mission 6 is way more
Difficult. Try to utilize pill box and wall because It cost no power and still functional even low power.
For dreadnought or vehicle tank and mirage is the best defense along side turret prism tower is power hungrier so build low as possible.
And how to kill the nuke just build more mcv and don't put weak structures at the same spot
9 prism tank is enough to break anything combine with mirage is ok
My comment was subjective, to me, Mission 6 is easy. Only this one is a challenge until the nukes arm with the constant spawn/spam of enemies.
If you don't mind for cash or sacrifices, building three airforce command hq and send a group of 12 harrier for each target, building new aircraft as necessary, is an "easy" way to win with less micromanaging. the tanks there can make quite a fast work out of nine prism tanks.
To me it pretty easy once you know how to defense and get access to prism and chorno
Nice idea with the spies! I've chronoshifted an MCV instead along with a few Mirage tanks, had a War Factory ready to deploy as soon as the MCV got transported, then started base-crawling with Power plants and prism towers towards the Soviet base while destroying Tesla coils with prism tanks from the factory I've deployed next to the second ConYard.
I basically did what I'll call the "Tumor Strategy", which is exactly the same as the first part, but the main difference is that I don't basewalk, but rather, just make the base self-sufficient in terms of defenses.
I Chrono Shift 9 transports full of Prism Tanks to somewhere near their base and demolish it.
I love that you can hear Einstein speaking something through the radio before he gets put through.
My favourite Allied mission by far, this one here has so many different ways of completion that it might as well be the last mission. You start off in a really bad position, as you will get attacked from all sides, you will suffer from a lack of resources if you don't keep the Ore refineries on the other islands intact, and worst of all - you have a timer to worry about. It is one of those rare micro intensive missions that are fun because they are hard.
In all honesty though, it isn't really hard. In fact, the only two "hard" missions in Red Alert 2 would be the assault on Moscow in the Soviet campaign and the defense of that Battle lab in the middle of Siberia. For as long as you know that you can blow up the bridges and where the Soviets are going to come from, you should be fine. And the Nuke silos that the Soviets have aren't really a threat - even if they do nuke you (which is with only 1 nuke, despite there being 3 silos), it doesn't end mission, nor will it do much damage other than get you low on power.
Fun fact - if you don't build the Chronosphere for a long enough time, the map will expand on its own, which would normally happen only if you had build the Chronosphere. You also don't have to actually fight the Soviets - all you need to do is destroy the Nuke silos, which means that a group of 5 Prism and 4 Mirage tanks teleported near the main Soviet base are more than enough to end the mission if you micro them properly, you won't even have to fight the Soviet navy.
11:42 load spies inside nighthawk
12:55 epic fail (the apocalypse that tg was trying to crush on did eventually explode tho.)
19:48 war miners: “ how did we... get here?”
LOL just noticed the Apoc Tank exploded when it went to repair, what the heck was that?
@@zipobob1 I have no idea. Looks like a glitch to me
I remember that I abuse the Seals to repeatedly looped the Bridge detonation so it forces the AI to drop a lot of engineers which I can kill using the troops, which brings me up to easy promotion of my troops
Finally. Another long play video.
A few things I did differently here:
1. I built a few patriot to intercept missiles so things would not get destroyed that fast. Of course, SEAL to finish dreadnaught.
2. As for engineer repairing thing, sitting a bunch of rocketeers in the small flat area between two bridges can permanently remove the need for double checking the bridge and patrolling sea scorpion wont be able to hit them. As for desolators? Two pillboxes are more than enough to kill them.
3. I never bothered to use spies when I was playing this but instead I used the prism tank method mentioned by another commenter to take out those two nuclear reactors. I now have unlimited time to prepare for all kinds of assault.
4. I tried to chrono tanks over to kill, tried to build navy to kill. Both works just fine, though navy needs a bit more of micro cause subs and other shenanigans. Not too difficult though.
5. As for the starting small island refinery, two prism towers and a pillbox did the trick for me. I also built a patriot cause of V3. Later on I built some tanks to finish it off.
6. For the top refinery that is “doomed to fail”, I sometimes went a bit greedy and only called back miner at the last second lol.
7. It might be feasible to gather ores from the top half of the map but I bet most people just dont bother cause the reinforcements are simply way too strong, and holding that really does not make a lot of sense.
8. I never bothered to build prism towers to kill off enemy naval patrols. I thought it just did not worth the hassle.
Good tactics btw
Wow, you straight up annihilated those Soviets!
Btw, regarding using the Chronosphere, I found that 4 Mirage and 4 Prism Tanks usually can take care of anything on the ground, and they got perfectly in the chrono field.
*They FIT perfectly in the chrono field. Even against Soviets, unless massed by Rhino or Apocalypse Tanks, 4 Mirages are obviously concealed, and do high damage to tanks, and the 4 Prism Tanks help out and slows the attackers down. An awesome combo, also used this to take out the Psychic Dominator in the last Allied Mission in Yuri's Revenge.
I cant wait to see how you tackle the final soviet mission in the YR campaign. I have done it on hard with killing all enemy units but it was quite hard. normally you just cheese it with Kirovs.
There are some speedruns where the allied psychic beacon is destroyed by a quick rush of the initial forces. Then, having allies under control, your life becomes a lot easier. Though, I could never replicate it. My rush team always gets destroyed by the prism towers and other allied forces, even if I reinforce it heavily in the midgame. So I don't bother anymore. Just build 7 kirovs to destroy the soviet psychic beacon. Works pretty reliably.
i normally turtle just build a nuke silo and defend ur base destroy the 2 beacon with each nuke and then all the final push to that castle
TG Sacred is the best time for this great RTS game. A lot of unknown, surprising discoveries and tests. Cool memic situations arranged by the creator and professional gameplay. I wonder if there will be unit tests with Yuri Revenge: MO
I tremble thinking about how much time will I lose when he starts uploading Heroes III campaigns..
Nice work commander 😃👍
HECK YES. My most favorite mission of the Allied Campaign :D
1:46: "What the hell?! Animal warfare is now being utilized right now!"
"Please don't give the Commies ideas, Eva. I also don't want them to have War Bears or some other crap."
RA3 reference.
@@joshuagabrielcatindig7607 Yes, and honestly, I'm mocking it for all its worth.
Destroing nuclear reactors is much simpler and more efficient time-stopper. Always used that
I like these videos
Keep them coming
I love Romanov
"You Will wish for another chance"
I guess "Destroy all NOD forces in the area" also works. I tend to just Chronosphere in 9 prism tanks, take out the silos, and call it a day.
They're Soviets here though, unless...
@Laura Allard ...You know, the Soviet campaign is said to be non-canon, but I must admit, it might have led to Generals, which then led to Tiberian Dawn.
Also, I suspect Romanov's Black Guard to be secretive Nod supporters, all while Yuri was a rogue Nod agent.
You can save that Ore Refinery you sold off at the start. Makes the mission more challenging initially (and easier later, since money) (Also saving right after "Mind Controlled Squid" important - especially if you add the rider of not losing a starting dolphin to the first 4 squid spawn). Requires focusing on the Naval battles though.
One chronominer for entire time was like "nah, soviets arorund, I refuse to work, time to be lazy" on the mini island. Probably stopped working when one of rafineries was sold
23:34: "Naval blockade of Cuba underway."
24:06: "All Soviet forces in the Floridian coast neutralized. Commencing liberation of Cuba."
25:58: "Commencing land invasion."
27:54: "All main invasion forces active on Cuba eliminated. Proceeding to the rest of the island nation."
"Shame HQ didn't order me to capture the base. Those Nuclear Missile Silos would have made a useful scare tactic/bargaining chip against Cuban resistance and other Latin American Communist forces."
26:22 - The most fun thing about that is knowing that none of the tanks even targeted the buildings. Splash damage from hitting units is that OP 🤣
Easy way to deal with the Dreadnoughts is to build your War Factory up from your ConYard, that'll force them to sail towards the bridge and your Shipyard, at which point a SEAL can easily deal with them.
This mission gave me fits for the longest time. I like your strategies though. Might have to try them out soon 👍
Can't wait for the Soviet campaign and the Yuri's revenge campaign. Full of Red alert 2 memes.
that bridge you kept destroying is actually bugged. if you keep ordering the seal to destroy it then the enemy will send planes as many times as you ordered the seal to destroy it
Yeah I have seen it.
You can actually destroy the two bridges connecting to that island in the northeast, then on that same island camp a seal next to each of the bridge heads. AI only air drops engineers on that island. This way you won't need to remember to constantly blow up the bridges. (There are more engineers to the north but those are programmed to not rebuild the bridge)
Einstein: the perfect chronosphere place is in florida keys
Chrono miners since 1st mission: Haha cash go shhhng
10:14 LOOOOL
for the navy seal u can make a patrol waypoint to automatically bomb the bridge by using the force fire key
Yes but it quite bothers me. xD
@@tg.Sacred Why so?
I was played this mission on rush mode (no bride destroy, no build too much power plant and prism tower, leave the sea to the enemy and hard def) i run on time with the nuclear silo time... by using 4 amphious transpot. On 2 each of them: 8 prism tank and 8 mirage tank then i crush fast destroy all nuclear silo just right on time... still im using spy to steal enemy money by using nighthawk with little skill.
Am I not alone spending hours turning the entire northern area into a secure and well-organized island fortress? It hurts my heart to see bases built haphazardly.
I would say that dolphins is a master of friendly fire. It's sonic emitter may damage enemy in line. And so do your's. Suprisingly the dolphins themself don't get blast by their own sonic emitter
You're right, it is.
I can't find any line in the rules that'd prevent dolphins from potentially harming each other.
Yuri PsiPulse (Yuri deploy ability) has AffectsAllies=no on the warhead, but the SonicZap's warhead doesn't. This might be hard-coded logic related to Sonic=yes warheads.
ModEnc's page doesn't say that tough... www.modenc.renegadeprojects.com/Sonic
If you destroy their 2 nuclear reactors they don't rebuild them and the nuclear silos will remain powerless for the rest of the game. Also if you capture the enemy mcv you can build a nuke of your own and it will have a countdown of 20:00 too
And you get to build psychic sensors and cloning vats too!
nice content 🔥🔥🔥
Like Minecraft, Red Alert 2 will most likely NEVER DIE!! ALL HAIL THE SOVIET UNION! (and Yuri too!)
By the way, if you wanna play nuclear with Soviets -- keep in mind AI utilizes the same logic for SW striking : most of the time it's either a Shipyard or a War Factory.
Good job tg i like your video it is difficult but you win ill wait your last video of allied mission mission 12
I don't know why don't we have RA2 remastered yet.......
To be fair, it's still easily playable these days.
What we need are Dune II and Tiberian Sun remasters instead.
@Laura Allard Hmm, is there any problem on your computer?
I heard there are some Windows 10s that can utilize the game well.
@Laura Allard OK then. Also, you're welcome.
5:40
That one sea scorpion... is he confused?
Maybe he is😂
Apparently, the captain drank too much liquor.
@@michaelandreipalon359 too much Drunkening drinks😂
He's a little confuse but he got the spirit
Ahh... There it is... Some dumb sailor who drank too much Vodka
0:24: "I'll let you sing praises, and you're welcome, sir."
"...You know, I noticed that Alaska would have been another suitable location for the Chromosphere; a pity our efforts to retake the state are coming slow...I heard Allied forces there are actually pinned down by mysterious soldiers with a black and red motif. Apparently, Jenkins'...new superiors are trying to make sure of some sort of foothold against both us and the Soviets. I'm pretty much concerned at the possibility."
"Well, wish you luck, Mr. Einstein."
You can save that ore refinery. Totally doable
Why not just build a couple of Prism tanks, load them in the transports and chrono to the bottom left side of the map. Then go take out that reactor nearby and all the other power structures? That way enemy will be without power and won't rebuild the power supply, so no rocket attacks. Did that yesterday on Hard and finished the mission in under 15 minutes.
12:59: "GODDAMNIT!!!
So, Jenkins warned their Commander of the strike? Impressive, but I'm still mad!"
10:13: "Hahaha!
Still, just how many times has the poor bridge been blown to hell and back?!"
Do the Base defense comparison in Mental Omega next!
2:21
Tg: "Sell that Ore Refinery since it's doomed to fall."
That one G.I: (chuckles) I'm in danger.
3:09 NOOOOOOOOOOOO! WHY YOU BUILD ON THE ROAD AGAIN!?!?
I dint know you can destroy the bridge and you can sabotage their superweapon so easy. It was very hard to complete the mission without that in mind :D :D a lot of pain
Can you imagine what it was like back in the day when they actually held a microphone up to a giant squid to get their sound effects?
The one thing overlooked is that we need to build more miners on this map. The initial 3 are barely enough.
sub : dies
osprey : proceeds to land on airbase
who needs harriers anyways?
3:38 I think you meant "repairing" :P
5:57 this happens at Scenario Time 1860 (easy), 1260 (medium) or 960 (hard). Divide these numbers by 2 to get how many seconds you have at standard 30FPS speed.
9:17 lol
9:50 those spies might have been more useful elsewhere; spies only give 5% of enemy cash reserves again.
29:42 destroying this Nuke Reactor is useless as it belongs to different House (BadGuy3) than the main base (BadGuy2).
lol, that outro!
The reason that happens is because the bus belongs to Civilian1 House, it's your ally, and transports seem to be coded so that when someone requests entry yet the game thinks the wanna-be-passenger can't reach the transports, that transport will go to the passenger.
Can be observed in RA2 All07 with the cyan choppers when you want one of your troops to enter a chopper.
Good luck getting him back out though.
Map mods:
-standard halving of harvester capacity and doubling of resource-worth.
-Cop cars make no sound (AmbientSound=Dummy).
-Cruise ships are twice as strong with Strength=600 (presumably to last against the squid long enough for the intro).
-ChronoSphereSpecial has RechargeTime=5 (that'd be ~2.5min real-time).
-many Soviet units have DefaultToGuardArea=yes, so they don't stand around like idiots too much.
-Chronosphere ArmorType explicitly re-set to concrete.
-Allied War Factory ArmorType set to concrete (vanilla's is wood).
-General section re-defined, PrismSupportModifier not re-set; Prism Support is OP again!
-Lighting changes to the Invisible Yellow Lamp and Negative Light Post
-Nuclear Missile Silos will not be revealed from under shroud (if you lose Spy Sat you won't see the nukes!).
So, Which one is Romanov's and which one isn't? Because there's 3 of them silos
Now I have to wonder why they do this “halve harvester capacity while doubling resource-worth thing. To give AI a bit of edge of some sort? However, I don’t think they really need too much res to begin with as they are all default to 500k.
@@MoondropSimulacra All of them are initially owned by BadGuy1 House, and a trigger changes them to... BadGuy3...
Woops! Looks like I was wrong; by theory destroying the Nuke Reactor at 25:23 will cut the power to the Nuke Silos.
But in the video destroying the main base's Nuclear Reactor at 25:39 is what actually cuts the power...
Oh, now I get it.
The map scripted so that initially, main base (BadGuy2) only has one Nuclear Reactor, and the Nuke Silos have no power (BadGuy1). BadGuy3 has a nuclear reactor of his own that just powers the surrounding defenses.
When the local variable Chronosphere Built is set/met, all Change House to BadGuy1.
@@estellebright2579 They must've wanted harvesters to "mine" the same amount of cash twice as fast for missions; it's the end result of capacity-halving and worth-doubling.
If each nuclear silo belongs to a different house, then it would be difficult to explain why I need to kill both reactor to stop the silo power. Maybe there is a trigger to set all existing soviet structures to the same house?
Poor spies, they all died in that helicopter crash!
That wall is guilty off high treason.
I kinda wished the AI used more Crazy Ivan against the player as the cutscene implies.
For me, it's Terrorists instead of Desolators so to be accurate on Cuban military strength.
Oh that Spy at the end was one petty move🤣
27:52 wait what? That is doable?
I guess the game speed affect the mission accomplished trigger sooner. Although i ever tried this before and never got this happen.
27:43 Honestly? If i would've cleared the map like you did, i would've taken a ingeneer to capture the last nuklear silo^^
Not quite sure if it can be captured in this mission. Didn't try!
@@tg.Sacred Maybe next time :)
Can confirm, it can't be captured.
@@michaelandreipalon359 Ah, to bad :(
@@Anthyrion Yeah, would have loved to capture them so as to have the feeling that the Allies are deservedly putting the Cubans and Soviet sympathizers all around Latin America in a hostage situation.
11:36 9 Prims Towers in the Island 😂😅
I thought you would send dozens of engineers in to capture all the buildings just for fun lol!
I always Chrono an MCV and a few units like Prisms and Mirages and then set up so I don't need AmpTransports or wait for another Chrono.
You could have made the SEAL destroy the bridge on a loop mode.
Yes but it quite bothers me. xD
How. Do you do that
i just built a few prisma tank, ifv+engi, and teleported them to the island
On it right now. Finishing up the original with Allies.
9:32: "Now, to test the old yet improved girl..."
"Success! Of course, the device still needs to be infantry-friendly..."
"...then again, I don't think this device should be used by anyone at all after this war is over. Time is a powerful weapon, and honestly, screwing with it too much will lead to unforeseen consequences."
"Still, I'm curious to know if Multiverse Theory could be a useful possibility in future warfare..."
Do you know about all the patches that fix 1920x1080, as well as the framerate? I believe your Yuri's Revenge videos are all 1920x1080 right? RA2 is also possible :)
School bus goes for a swim! 🚌🏊♀
At 27:50,shouldn't all the missile silo get destroyed,then there mission is marked as Mission Completed?
Nook silo : opens'n close
me be like : HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
if you destroy the nucliair reactor the silo's won't fire
say, in earlier part, why didn't you send one of the seals to the second island and destroy the other bridge there?
i mean, the enemy always sends 2 engineers to the second island in order to repair both bridges anyway, so just keeping one seal there would solve all your problems regarding ground troops coming in from the north side of the map
You know, it's strange that the Iraqi Desolator is used here instead of the Cuban Terrorist.
Good point! Technically the whole concepts of Iraqi desolator vs Cuban terrorist are weird, kinda reverse from nowadays perspective. Cuba never got famous with suicide bombers, while in Iraq terrorists of that kind became active just a few years post-Red Alert 2. While desolators would now seem maybe more logical to Cuba, as they were the ones who had at least some proximity to nuclear tech once (both in reality and in-game). Iraqis, were, however suspected with nuclear armament at the time of Red Alert 2 release, but it turned out later the suspections were mistaken.
@@furtivetef805 That's a fair look on things there.
Its time to see the primier briefs haha
I don't want to set the world on fire🎶
Is that...is that what I think it is?
@@michaelandreipalon359 Reference to the mission name that is
10:14 Going down!!!
13:00 noooo why did you take off :D
This was my hardest mission
game: you'll get a superweapon next mission :D me: ermmm Chronosphere + prism tanks is all i need to steamroll this entire game!
9 prism tanks and a chronoshift is all it takes to win this and any mission as Allies.
First comment! I'm waiting for the last level.
Second!
And after seeing the second fall of Moscow, I'll be waiting for the Soviet campaign and the YR campaigns.
After those are done, I hope there will be longplays of the other C&C games as well, especially the Tiberian Dawn-Generals: Zero Hour era.
I will wait for chrono storm
Question: can you use the school bus as a troop transport?
Yes but you can’t control it.
It can also be Chronosphered to the Soviet base as well.
how dd you show the game speed on options ??
There’s a video about it in my channel. Check for ra2 resolution launcher game speed video.
how can a Crazy Ivan enter the pentagon...?
(pentagon, because in previous missions you saved the pentagon and able to take Gen.Carville's office back)
Plz make a video about keyboard shortcuts.
Hey, check this out:
ruclips.net/video/Pml-eRTx8Mw/видео.html
easyer way.
1. Set arround 20 GI´s and 5-10 Rocketeers to the bridge, they will hold it easy.
2. Send Prismtanks via Cronosphere to the Soviet Base and destroy the 2 Nuke plants and clear the map.
why you dont really build an AA Defense arround youre base is something i dont unterstand xD
Ik im late to this but I can’t place bombs on the bridge box thing as a seal idk why
mission accomplished, you are victorious 🤣
I was playing this mission today🌚
Too bad you didn't try to capture the nuke silo with engineering
You can’t!