There are endless classic tactics from various masters in "Red Alert 3 (RA3)". Today I have summarized some classic and wonderful tactical ideas, hoping to be helpful to players who are still struggling to explore various tactics.
The TR tactic is to deploy the base to the opponent's home or mine, place the tower for tower attack, and use the tower's thick health and high attack to destroy the enemy's vital points and destroy the enemy's economy and buildings. It is divided into Allied TR, Soviet TR, As for the Imperial TR being too radical, we will not discuss it.
Soviet TR
Of course, it is the TR Empire. It is very difficult for TR to defeat the allies. Basically, it is seeking death. It was the favorite tactic of early Soviet players, so it was given the title of TR Little Prince SS, and it was invented to bring Bullfrogs, Magnetic Storms, and MiGs to TR. After the twin mines are built, the crane builds a large power source, and the base truck runs away, sneaking to the empire's home to send troops to build the tower. When necessary, the base truck is put away to crush the infantry and tanks. When the empire loses both mine carts and has no troops to defend, Forced to GG, TR succeeded.
Crack method: When detecting the dragonfly, it must be attached to the Soviet base vehicle. When necessary, the Imperial base vehicle can put away its slot, quickly upgrade to T2 to explode VX, or explode a large number of warriors and hats, or steal hats with lightning speed, etc. It is very easy to detect properly. Crack can be tried except on the industrial zone map, so now Soviet players rarely use this tactic.
Practical index★★
Crack index★★★★
Recommendation index★
Allied TR
Up to now, many Allied forces are still using it because the Allied multi-functional turrets are really powerful. They can attack tanks, defend against air defense, and are also excellent for infantry entry. Minimap II and IS are particularly easy to use. They can constantly replenish turrets and destroy mine carts. With the enemy's main force, if used well, it will be a nightmare for the Soviet Empire. As long as the infantry is dominant in the early stage and has a large number of surplus, as well as peacekeeping support, it is normal for TR to lose a country.
Crack method: Infantry sea, add tanks, helicopters, use all your units that can attack the turrets, use walls to block the turrets, the Soviet Union can also put buildings to block the positions, use spiders to get into the Allied base, and destroy more and more with all your strength Turret, drive away the base, crack successfully.
Practical index★★★★
Crack index★★
Recommended index ★★★ ★
This tactical mini-map is very effective and has strong assault capabilities. It is often used to deal with the Empire and the Soviet Union, unless you have great micro-operations because of the spider headache problem. Compared with the Soviet Union's Speedy Heavy Industry, the principle is similar, power plant - mine - heavy industry - mine. After the first mine is built, pull out the mine car and expand it to T2, and make up for it at the same time. Put down the heavy industry and use 2-3 Riptides to suppress the infantry. After T2 is completed, quickly sell the base and blast the guardians. Remember to bring 1-2 IFV anti-aircraft weapons. For the remaining engineers, install Riptides to rob oil wells and steal homes. A guardian fires a laser and leads all the troops to destroy the enemy.
Crack method: Dragonfly detects it, send out counterattack troops, don’t send out any Tengu, because the enemy will leave a guardian to protect the mine cart, quickly T2 Tsunami and sea of hats, use the hats well to avoid being crushed by tanks, and act as an ally When the guardians were killed one after another, unable to fight back, and could only replenish their bases for a protracted war, the crack was successful.
Practical index★★★
Crack index★★
Recommendation index★★★★
This tactic is mainly suitable for CR maps. It is suitable for playing the empire. It cannot be used against allies and peacekeepers. You know it. Now some people use it on the high ground on the mobile base after the first mine in II. The use of electric rays is comparable to T2 tanks. It can deal with a small amount of infantry. It is very powerful to attack mine carts. The construction method is power plant - mine - shipyard - mine. The shipyard sets up a rally point at the empire's home. Explode the electric stingray and attack the two empire mine carts. When you find that the empire heavy industry has been upgraded to t2, it must be The bullfrog defense VX was replenished in time to cut off the economy of the two mines in the empire, and the strategy was successfully implemented.
Crack method:
The electric ray has low armor, walks slowly on land, and is powerless in front of a large number of anti-armor soldiers. The sea of hats can be broken. The tsunami skill teases the electric ray. Even a slow-running Imperial base vehicle can crush the electric ray. It must be in the middle of the CR map. Put up a tower and constantly mend the wall. This tactic is easy to crack after being discovered. The key is to detect it as soon as possible, otherwise the brainless Tengu style will really fall to its knees.
Practical index★★
Crack index★★★★
Recommendation index★
This tactic requires concealment and victory by surprise. It uses heroic units with thick health, ignores infantry and armor, and uses the architectural features to quickly demolish the opponent's home in seconds. Yuriko even ignores the walls, catching the opponent off guard. After two mines, Hitech will be released, and it will be upgraded to T2 barracks, and then Upgrade to t3, sell high-tech, then build heavy industry to produce Tengu, or Rocket Angel as you like, sell the base, take advantage of the economic explosion, Yuriko adds Tengu, Tengu will cover Yuriko, demolish it to your heart's content, base, heavy industry or big electricity, whatever is thought to hinder you place.
Crack method: After detecting it as soon as possible, the Soviet Union needs to set up a coil, replenish a large number of bear Freeze, or torrent, PK group x spread out, add a fort at any time, attack Yuriko, the specific situation can be determined according to the actual situation.
Practical index★★★
Crack index★★
Recommendation index★★★★
This is the ultimate move in the ultimate move, the second picture of the magic move. I like this tactic. It is a true way to fight the empire without minerals. It is simple and concise. One pineapple and seven peacekeepers. Take away heavy industry or mines in one round. Whatever comes out will be exploded. In the end, at the base, the empire couldn't even lift its head. It was really exciting and domineering.
The specific implementation is as follows, first upgrade to Interstellar Aviation, build: power plant (put in the sea) - airport - airport - sell base (the airport must be fenced, remember), sell the power plant, produce 7-dimensional and 1 Apollo, right Terror carpet bombing of Imperial buildings.
How to crack: Many people try to use dual-work and tower-building style. I feel it is inappropriate. It is better to defend than to attack. As long as a section of the wall is destroyed, this tactic will be broken. Use the N barracks car in front and use the Samurai to kill it. Smash down the wall, or build a barracks in front, and use your hat to hit the wall. If the wall falls down, the samurai will end up at the airport. Of course, this is also a very dangerous move.
Practical index★★★★
Crack index★
Recommendation index★★★★
This tactic is suitable for the Empire to fight the Soviet Union, because the Empire must be tired of competing with the Allies for air supremacy in the early stage, otherwise it will neglect to seize air supremacy, raise T3, and allow the Allies to have air supremacy. As long as there are a few freezes, it can be forcibly resolved. Therefore, I do not agree with the use of this tactic against the Allies.
This tactic is a common tactic used by the Empire to get rid of the Soviet Union's war of attrition. It uses the T3 unit Ghost King's anti-armor and high wave energy output to severely damage the Soviet T2 unit. In the early stage, start normally. Whether you need the third mine depends on the situation. In the early stage, you still need to send out infantry, a small amount of Tengu, VX harassment, anti-harassment, containment, maneuvering, reconnaissance, and counter-reconnaissance. When the Soviet Union opens the third mine, random mining of the fourth mine may occur. The airport is about to explode the double-edged sword, and station troops and iron hammers. Before they can detect the opponent's psychology, put down the computer nano core, upgrade the three technologies, and try to avoid the opponent's detection. After the three technologies are successfully upgraded, sell the high-tech, ghost king, and wave cannon, and get them in time. When you rush to the front line, you must have a large number of samurai hats. If the Soviet Union is mass-producing double-edged swords, remember to follow up with VX in time, gather all arms to cooperate, and fight with the Soviet T2 troops.
Crack method: After detecting this move of the Empire, give up mining, launch a violent counter-technological attack, and during the vacuum period of the Empire's troops, pull all your troops in and destroy the opponent before the Empire's T3 troops are formed.
Practical index★★★
Crack index★★
Recommendation index★★★★