Can you beat Red Alert 3 Allied Campaign on hard without losing a single unit and building?

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the Chrono Erasure of Einstein had sparked the creation of a vastly different timeline in this new reality the USSR stood unchallenged on all fronts its iron tide rolling over much of Western Europe without resistance and the Allies without their technological superiority faltered against the Soviet Union at every turn Great Britain now stands as the last European nation yet to feel the Jack boot of Soviet aggression but the approaching Soviet Armada led by General krukov May soon change that as well with all senior highight off ERS tied up in Europe field Marshall Robert Bingham has entrusted us to the defense of Great Britain leaving the defense of Great Britain entirely in your hands are you ready Alin you and me we got this she will be your I'm putting that line in the video starting off the iset campaign is the defense against the Soviet Naval Invasion at Brighton Beach as is with tradition the first mission of a new campaign usually starts off on the milder side serving as introdu levels to let players familiarize themselves with the new units this one is no exception as the enemy attacks only come from One Direction and we only have to face a select few groups of units something else that is no exception though is that Co-op makes everything just that much harder all what what order the buttons what the after freeing our mcvs in the initial segment we're given 2 minutes to prepare against the Soviet invasion proper while building up a team of peacekeepers we should also capture these two sets of coastal guns as well as well as this hospital all of which can be done just before the first wave of Soviet paratroopers arrive a secondary objective tasks us with garrisoning the neutral buildings along the coastline to assist in our defense efforts this however is a massive trap as while the buildings do provide protection against gunfire the Soviet conscripts can and will instead switch to their Molotov mode which will on-shot our infantry inside the structures so that's a nogo thankfully the Extra Protection granted by the structures will not be necessary for the defense segment as our peacekeepers could simp simply swap to their riot shield mode when on low Health which will grant them significant damage resistance this coupled with the healing provided by the hospital let's as shrug off attacks from the conscripts with ease the more pressing issues start appearing from the second wave onwards from now on Soviet paradrops will include War Bears which can not only use their Roar ability to stun our infantry but also on-shot them if they get into melee range what's worse though are these amphibious Stingers capable of one-shotting our infantry with their Tesla coils in a single strike dealing with the former is quite easy as we simply need to position our infantry in a line and switch them to hold position stance which prevents them from running face first into the Bears The Stingers however are much more tricky the coastal guns we captured earlier can destroy a few of them before they make it to the shores and the ones on the side will aggro them first the middle ones however will run straight towards our infantry and the AI is even smart enough to avoid firing more than once at shielded peacekeepers since I'm not a micro God I had to resort to a different method of dealing with these guys unpack our MCV and bring it to to the front its bulk not only allows it to shrug off enemy fire but also Crush The Stingers with its weight removing the biggest threat to our infantry completely once we finish defending our side move to the co- Commander side immediately to help them out as well with two mcvs on the front line the co-commander side should have no issues too after their Naval Invasion fails the Soviets will instead deploy their kovs it is at this point where we're allowed to construct ifvs though Nimble units that switch their turrets based on the Infantry garrisoned within allowing us to adapt our damage type to what whatever enemies we may face with 3 minutes of preparation given to us we could easily amass an army of IVs and javelins to take out the blimps and for some reason the kovs go for neutral structures first anyways so we don't even have to worry about the safety of our Frontline buildings luck seems to be on your side my Army is needed elsewhere at the moment but don't get comfortable I will be back the defense of Great Britain is a massive success and the Allies can now begin their retaliation in mainland Europe a strategic Naval Port have been set up by the Soviets in the French city of Canada and it is our task to liberate it the first phase of the mission introduces an interesting split while the co-commander is tasked with macroing up an army to liberate the highight leaders in the conference center our attention is instead placed on sabotaging the Naval bases with the help of special asent Tanya there are two islands that we must infiltrate both are protected by Tesla coils powerful base defense is capable of one-shotting Tanya so we must first sneak past them with our spies and sabotage the reactor H this agent Tanya she intrigues me with her power down Tanya could then walk in Freely to take out the patrols letting our spies infiltrate the naval ports rinon repeat for the other Island and the first segment would be finished the frustrating part here lies in the fact that the co-commander is the one who has to withstand the pressure of enemy attacks this is especially annoying because the Soviets will start employing Terror drones in this Mission small robots capable of tearing our vehicles apart from the inside since our co-commander is relatively inexperienced he has Force to Turtle until we complete our segment once we enter phase 2 we're given our own MCV allowing us to build up a strike force as well we unlock the Guardians the Allied nation's main battle tank which comes with a secondary laser pointer mode that increases damage taken by its Target nothing fancy but it gets the job done well while we're producing them though we could sneak T and our remaining spies to the back of the enemy base through this unguarded Shoreline the lack of bears as well as ground defenses means that we can easily the enemy base from within after that a group of Guardians tanks coupled with Peacekeeper ifvs and MCV should be more than enough to handle the rest my base you destroyed it I know who you are now and I will see to your end this is personal out of France Tanya is currently working undercover and acquiring the latest Intel on the situation another loser Premier will be very proud of the enemies watermelons The Liberation of Canada had given the Alli Nations an invaluable opportunity to regroup and rally their forces and they're now poised to push the Soviets out of Western Europe entirely our Target this time is the Soviet headquarters in hi highberg Germany the destruction of their base here will their command chain in Europe we initially tasked with escorting our mcvs to their designated locations through the nearby River and are given four Hydro foils and dolphins respectively to deal with the Defenders the hydro foil are essential here as their powerful anti-air guns make quick work of the twin blades and their jamming beam allows us to completely shut down the Tesla coil's ability to fire back this ability of theirs is really strong and I would have liked to use it in every subsequent Mission I could if they didn't like to all target the same unit every time they engaged the micromanagement is sometimes just not worth it once we gain access to Base building quickly build up a strike force consisting of Guardian tanks and Peacekeeper ifvs although we're granted access to Vindicator bombers in this Mission we're not going to be using them usually if you're told to try out a new unit in an RTS mission that unit is either going to be really good in set Mission or it will have lots of counters present because its usage is expected by the mission designers in this case the latter is true the enemy base is filled with flat cannons which are deadly to our aircrafts if not micro well Tesla towers are mixed into the defense line as well so we can't just rely on our ground vehicles to pave the way instead we proceed with a good oldfashioned base crawl tank push capture the garage in the middle of the map to grant our vehicles auto repair and begin attacking the Soviet base immediately the heidleberg castle itself is defended by apocalypse tanks shielded by the Iron Curtain in the middle of the base while their interior sections are guarded by Tesla coils the barracks on the outside are left vulnerable instead and taking them out early will significantly reduce the need to include anti-infantry options in our attack groups once we finish doing so produce a couple of spies and use them to sabotage the Soviet super reactors which would depower the rest of their base an interesting note here is that the duration of the depowering seems to vary depending on the type of power plant infiltrated by the Spy as the infiltration of the super reactor depowered the Soviet base for what seemed like several minutes far longer than I anticipated this means that with a handful of spies we could simply ignore the Tesla coils surrounding the enemy Spas this doesn't mean however that we could just simply Walt in as the middle area is still defended by a large amount of ground units including several terod drones bring our MCV forward to construct a war Factory in case one of our vehicles gets infected a few push and PS later we should be able to wipe out the outer base with the help of cryo beams in the meantime the co-commander can use vindicators to free Tanya in the bottom left area with the Iron Curtain destroyed the s tanks guarding the ramps would lose their invulnerability and we can now move up to demolish the rest of their base so you've managed to destroy the Iron Curtain no matter my apocalypse tanks will grade you to dust with or without it he must have forgot no no no don't do it there's $1,000 down for hookup fees and 6 months lease up front sh that's all you had to say bribe the apocalypse tanks guarding the ramp and finish the mission by destroying the head headquarters Gentlemen let's move great work Commander that went better than I [Music] expected the Empire of the Rising Sun has risen the Western barbarians will bow before us while the allies and Soviets were embroiled in their heated conflict the Empire of the Rising Sun had been secretly building up their strength and as now presented themselves upon the world stage their powerful floating fortresses sailed into the Seas not only forming blockades against the Soviet navy but also striking key Alli choke points across Europe as well to fight against this new threat the Soviets and allies agreed on a temporary ceasefire and formed an alliance to fight back the Empire our first joint Target is the Imperial Supply base in jalter phase one is a spec op segment so there's nothing much going on here besides the funny banters between the two Commandos oh I'm sorry was that your kill she's really beginning to get on my nerves once the airport is destroyed we enter the base building phase and it's at this point where you may notice something interesting the cander is using the Soviet Arsenal despite it being an eyelight Mission which funnily enough is the case for the next mission as well it's cool that the temporary Alliance in the story actually has some gameplay implications and it would be funny if it wasn't for the fact that my inexperienced co- Commander now has to learn to play a completely different faction the first objective in Phase 2 is to recover our Naval warships to the West consisting of assault destroyers and aula Subs we're normally expected to First destroy the defender vxs um defending them which gives us control of the warships to destroy the nearby Imperial Outpost because there's a cut scene right after rescuing them however they would already be close to death by the time we actually get our hands on them almost guaranteeing a loss since our chances of losing these ships are extremely high we change the order of operations a bit and go for the Outpost first we're granted a new unit in this Mission the cryopure an aircraft capable of freezing enemies into brittle statu which can then be shattered by a slight gust of wind from our other units from what I've heard this thing is single-handedly responsible for the Allied dominance in multiplayer hated and loved in equal measures by many I don't know if that's true but it's certainly an excellent addition to our Force composition aside from that though we still don't have access to Apollo Fighters so we need to use hydro foils to deal with the jet Tangles that would harass our aircrafts the Jammer mode is also really helpful against tunami tanks and Defender Towers build up a strike force with twin blades Hydro foils and cryopen attack the Western Imperial Outpost from the bottom Edge inch forward with the twin blades to bit the Tango out of the base then SWAT them out of the sky using our Hydro foils the twin blades will then have free reing over the rest of the base before we destroy the defender vxs guarding our warships we should make some preparations for the next part of the mission set up an outpost in the western side for some extra funds and park some cry copters at this point of the map as two King Onis will spawn once we enter the next phase so we need to freeze them before they could do any harm once we enter phase three proper we need to attack the Empire's docks as soon as possible to eliminate their Navy production despite the bulky appearance of the assault destroyers even they could not stand up against my arch nemesis from the Soviet deathless runs the Yari mini subs who can two-shot our destroyers with their kamikaza attack there is little room for error against these little so a war of attrition must be avoided at all cost russan with a group of cocops to freeze the docks before seawings can come out then dismantle them with our vindicators because we didn't send any ships in the pre-existing Imperial Navy will not aggro towards us just yet a large tsunami tank wave will attack us right after this a particularly bad matchup for us as the assault Destroyer for some reason has like the biggest unit radius making it really clunky to use them when Bunch together but with our cryo weapons and Jammers we should be able to dampen their Firepower enough to ensure our Victory one might be tempted to use the Precision strike support power against the attack wave I for sure was until I realized that each usage counts as a unit lost in a summary screen for some reason you have no idea how confused and angry I was when I figured this out several minutes after I used it uh while we're dealing with with that the co- Commander needs to prepare for a surprised Naval assault from the bottom right area in phase three yeah Naomi's Fleet somehow circled around to our back side no idea how it works but we'll have to work with it spam some more twin blades and line up a row of or miners at the front to soak up damage from the enemy vessels if nothing goes wrong the twin blades will bomb Naomi Fleet into Smith the Rings before they could even do anything and the few lucky shots the Shogun battleships might squeeze out would just be wasted on our ore collectors once both attacks are dealt with congregate our forces and push closer to the main imperi material base the only real anti-air here are a group of patrolling Striker vxs who follow a set path we can easily freeze them using our cryo beams before diving in with the twin blades the rest of the mission is a smooth Breeze please tell me we didn't lose anything let's go with jalter freed and the assault destroyers reclaimed the allies and Soviets could finally take on the Empire's floating Fortress in the North Sea this Mega structure has put a choke cold on all military movements in the area and its destruction would be instrumental to the war effort the initial segment tasks us with protecting a salvage ship as it extracts information from a destroyed Shogun Battleship four Stingers are destroyed in the intro cut scene which actually show up in the postgame summary par hour rules about cutscenes these deaths will not be counted Empire units will come towards us from multiple directions but with the jamming beams at our disposal the enemies are easily repelled Phase 2 is similarly painless as we're tasked with destroying two Imperial radar ships clear cut instructions are laid out for us so we simply need to follow them to pass this part unscathed the mission seems a bit hand heldy at this point but that's because the rest is going to be a massive struggle phase three is when the fun begins we're tasked with capturing two Imperial power cores at the heart of the floating Fortress the caveat here is that the capturing must be done at roughly the same time which will allow us to overload and destroy the Fortress problem is however that the Empire posed no punches in this Mission having access to nearly their entire Arsenal and their attack waves get really intense really fast fast hell in the first wave they come at us with four tsunamis and two Shogun battleships which can one or two shot most of our stuff and while we do get to build aircraft carriers they attack by sending drones in drones that can be shut down which are um you know I never actually tested if they count as units lost but I'm not going to bother finding out fortunately for us there is a really easy way to cheese this Mission a lot of funds are provided to us at the beginning which enables us to maintain several production cues at once first build an air base and three vindicators and use them to take out the outline defender vxs on the floating Fortress grab the initial prospector that comes with the refinery and deploy it near the closest island then construct a Barracks to recruit two engineers in the meantime build a few Hydro foils and use them in conjunction with the co- Commander's Max satellite to deal with the first enemy wave the attack wave comes towards us in a straight line which means the max satellite will be particularly effective against them even if we miss a few units we could just Jam their weapons with our Hydro foils at the same time build a second Air Base to make room for two Sentry bombers then stuff our engineers into them once we're ready fly the Sentry bombers each to a power core and drop the engineers right next to them since we move so quickly the enemy shouldn't have any tangus or striker vxs out yet allowing our aircrafts to escape without harm as soon as the land immediately capture the power course to bring a swift end to the mission excellent work Commander I had no doubt that our Coalition would prove to be successful what's happening at this Mount rushma command stim Miss president those Reds are playing you for a fool my friend and as long as I'm the president of these United momies I can't allow them to lead this dance Bingham you can thank me later when this is all over when what's all over a oh God he's clearly out of his tree you need to stop him Commander before he undermines our alliance with the Russians things have been getting a little too chummy between the allies and the Soviets and president acran is having none of that the popular American figure and those who follow him have staged an Insurgency and is held up in his base in Mount Rushmore we must bring an end to him before he can fire his super weapon phase one tasks us with a destruction of the communications Tower which blocks acran from sending in the super weapon codes we're given Tanya as well as some spies and Engineers enticing us to capture this Outpost nearby this is a trap though as it will stretch our defense line too far out in Phase 2 simply deal with the mission using Tanya and leave the NGS in the back once Phase 2 begins the map will expand to reveal arran's main base now that the C Tower is destroyed the president decides to deliver the launch codes personally his limo will start circling around the edges of the map and if he gets to the end it's game over for us the standard strategy here is to use a cryopure to freeze the invulnerable limo which gives us ample time to deal with the Rushmore fire base the president doesn't take too kindly to becoming a Sitting Duck though and his air base will always use their sloths to produce Apollo Jets which fly towards the location of the limo where our own Apollos and cryo copters would be this kind of mirror match has always been what I feared because that means I can't rely on the difference in armor and Firepower to save my units like I can do against Mix El Jets and Red Alert 3 like to do a U-turn when order to fly the opposite direction so there is really little room for micro on my end the worst part is though that several minutes after Phase 2 begins a Cuts scene will trigger which reveals one of arran's big laser heads defending his space what the hell is this this cut scene also spawns three friendly Guardian tanks which are promptly destroyed by the desecrated Monument these three losses will show up in the postgame summary screen as well and per our rules we will disregard these just kidding we're going to cheese the out of this Mission as well before we finish phase one move our spies to the top edge of the map then Q T to path there as well after blowing up the Comm Tower once Phase 2 starts run straight up North with our infantry we can use the cryo beam support power to disable the Spectrum Tower guarding the entrance it doesn't matter if we miss the time by a little as the cryo beam will reduce the Spectrum tow damage output enough that it won't onot Tanya if we're fast enough we should be able to sneak off our units in before the enemy dock patrols arrive once in we can disable the defenses with our spies allowing Tanya to then eradicate all of arran's power plants doing so will place arran's base on low power not only slowing down his unit production but also forcing him to focus on rebuilding the power plants immediately move eastwards to destroy the Airfield to prevent the possibility of Vindicator production then begin working on the rest of the base as well this part is slightly luck based as if the AI decides to build more than one or two rip ties then we're screwed but if we get lucky most of their units will be ifvs and javelins instead which deal low damage to infantry even better though is that the AI doesn't really know what to do when T enters the vehicle and just kind of De aggros as they run back to their patrol routes allowing us to pull apart the enemy battle groups piece by piece use our cryo beams to freeze the Riptides then blow them up with t the other units left aren't as much of a threat and are easily dealt with from here T can blow up the main Control building in the middle of the base then wreak havoc upon the rest of it as well dirt all around must have been the wind if we move fast enough we should be able to do all of this before the three scripted Guardian tanks arrive without the Control building the laser heads can't fire their beams and thus the guardian tanks are saved once the Rushmore Firebase is destroyed president acran will be teleported to an air base in the southern side of the map and attempt to flee aboard a helicopter by this point however we should have built up an Apollo Squad already lift them up to bait the president's Apollo towards us then use the multi Gunner turrets in our base to destroy the enemy air escorts finally eliminate the president of the United States with our Fighters out of here our base is under attack objective complete we did it Commander it's a shame it had to happen this way but we did what we had to do with the stubborn president eliminated we can now refocus our attention on the Empire of the Rising Sun the Allied intelligence teams have just obtained knowledge that all the leaders of the Imperial High command will be holding a meeting in Tokyo giving us an invaluable opportunity to cut off the head of the Empire the Soviets are heading over there with their naval fleet as well and our forces will clear a path for them contrary to previous missions we're given a fully operational base at the start of this one so it should be pretty clear that something is off indeed there are two caveats to this Mission the first is that the Soviets aren't actually coming to help us quite the shocker but at least that means we won't have a bunch of useless friendlies that we need to defend for the rest of the mission the second caveat is that once phase one finishes Tatu will unleash his pionic decimators on our base destroying everything but the construction yard and the units outside the blast radius will instead be reduced to 50% HP there really isn't a way to avoid these decimator attacks so I'm going to use the cut scene death rule for the 15 and 11 structures lost by me and my co-commander respectively as a compromise I will refrain from building any additional buildings during phase one enemy Defender cores will charged towards our base as soon as the mission starts quickly recruit 10 Javelin soldiers to deal with them while our co-commander gathers some cryocup and vindicators once we have enough javelins start building two Sentry bombers later on we're going to shove the javelins inside the Sentry bombers so that they survive the decimator attack Imperial cores are very squishy before they unpack so as long as we don't get our infantry crushed by them we should be fine here the bigger problem resides in the Imperial Navy to the east after the initial core attacks they will start sending tsunami tanks seawings and even Shogun battle ships towards us technically we don't need to deal with them as they will withdraw completely once the phase one timer finishes but their constant assault against US during this time is still a hassle to deal with it is tricky to fend up these attack waves as we need to First bait the anti-air sewings to transform into their aircraft mode so that they can be shut down by our Apollo otherwise our air force will not survive a direct engagement with them cryopad to spot and freeze the Shogun battleships before they get too close to two shot our power plants so it quickly becomes a back and forth between sending our units back to the sewing Transformations and sending our units out to deal with the battleships it doesn't mean that we have to stay on the defensive though as we beat back the attack waves use our Sentry bombers to destroy the outlying defender vxs then fly in with our cryopen dog solid stifling their production once the timer ticks down and krov appears to deliver the bad news grab all of our units including the Prospectors and send them all away from the island queue up a power plant and wait for the cut scene to trigger soon after Tatsu will fire the pionic decimators on our base triggering the next phase of the mission looks like your friends have deserted you maybe they could see that you've already lost warning a cionic decimator has been launched crier shot ready our base is under attack low power in Phase 2 the map expands to reveal the entire Imperial base in Tokyo Harbor and we must take out four groups of key structures scattered throughout the map the shirata docks the Toyama High command the tenai Robotics and the nagama Doos to help us with the task two chronospheres will be delivered to us with a chronoshift ability ready to fire immediately an empty zone is also revealed to us on the other side of the map giving us a perfectly safe spot to Chronos ship to before that though we have another issue to address remember when I said the decimator will leave all units not within its blast radius at 50% HP well apparently this causes our aircrafts to catch on fire which makes them slowly lose HP over time and even Crash Landing eventually I've never noticed this mechanic in the game before this moment and honestly I did not expect it at all I mean it makes sense if you think about it but in a game with Goofy Russian war bears and giant weeb mechs the fact that they went out of their way to include something more on the realistic side is pretty funny to me thankfully though this is where the power plant with queed up earlier comes in handy deploy set Power Plant right after the cut scene finishes and immediately unpack our MCV and Chronos shifted to the other side of the map doing so will grant us a huge amount of cash which will will use to construct an air base for it to repair drones rash our aircrafts back and systematically repair each of them we don't have enough time to heal all aircrafts back to full so as soon as one isn't on fire anymore send it far away and let another aircraft be repaired instead with any luck we should be able to prevent all of our aircrafts from crashing with that out of the way we can now focus on attacking the Empire I didn't mention this earlier but when we Chronos shifted our MCV to the other side we were also given a reinforcement team consisting of two Mirage tanks new Advanced anti- vehicle units and more importantly two Athena cannons longrange artilleries equipped with a barrier projection ability which is especially helpful for the rest of the mission these Siege weapons are our only ground units that outrange all of the Empire's defenses including their wave Force towers and the barriers can not only protect us from kamikaza attacks but also Shield our units from rocket Angels Chopper bxs and sea Wings use them to take out the two wave Force Towers on route to the pionic decimators then demolish the Empire's super weapons before they can fire a second time several King Onis will be patrolling this area and will use their charge ability as soon as they spot us we can exploit this by hiding behind the Imperial walls as they slow down the king ones during their charge the Athena cannons could then destroy the mechs before they can close the gap with the biggest threat out of the way so soon we can now take our sweet time with the rest of the mission begin working on the other two bases near us our combination of ifvs mirages and athenas should prove insurmountable against anything the Empire has to offer while that's going on the co- Commander should instead focus on taking down the Imperial docks to the east as well as defending our initial Island base enemy air units will attempt to harass us down there but the AI is really hesitant to engage defense structures for some reason and a couple multi Gunner turrets will easily dissuade the indecisive attackers enemy Commander detect bye-bye all we have to do now is to rely on the longrange attacks of athenas to slowly clear out the remaining bases the only other notable event left is tatsu's Fleet which will arrive on the battlefield several minutes into phase two you primitive gin how dare you attack Tokyo primitive gin how dare you attack Tokyo enemy Base detected new received damn that's a crazy fleed it's C crazy I know leave the island base for last as her tangus and Defender Towers make it difficult to assault them directly use our athenas to chip away at their Shore defenses which will draw argro from their vxs and tangus take those out then fly in with our cocops to freeze their production buildings before bulldozing through the rest with their total defeat in Tokyo Harbor the Empire of the Rising Sun is now but a husk of its former self no longer capable of being a threat to anyone one problem Still Remains however the Soviets according to Intel from one of their defected scientists the union possesses a secret base in Havana Cuba and are planning to strike at the US from there we're sent here to investigate the claim and thwart any nefarious plans the Soviets may be concocting we start off the mission with two spies two dogs and a special Mirage disguised to look like a Soviet tank the idea here is that we use our spies to bribe the unsuspecting Soviet troops in the area organically building up a bigger and bigger Strike Force as we progress through this phase it's a fun idea but note that we only start off with 5K in our bank and each bribe costs 1K so we have to pick and choose which units we want as we can't catch them all specifically we want to bribe the engineers and the bullfrog then the flag Troopers here then these Tesla Troopers here and this group of flag Troopers and conscripts then finally these two apocalypse tanks by the end of this we should have three Tesla Troopers eight flag Troopers three combat engineers two conscripts two aox and one bow frog the conscripts and dogs are useless so we shove them into the bowf Frog and send them off to the two or refineries in the west where our co-c commander base will be later out of sight out of mind there's a recurring trigger here that spawns a damaged Hammer tank which slowly moves towards the grinder before recycling itself the trigger condition seems to check that there is always one damaged Hammer tank present if not then it spawns another one we can exploit this to level our two apocalypse tanks to Elite status which will be very helpful later on in the mission move further up north to the Soviet base and destroy the war Factory and the barracks leave the reactors alive though and instead of destroying It capture and repair the conard with Engineers once Phase 2 begins our mcvs arrive on the battlefield and numerous stadiums around the map start opening up revealing themselves as secret facilities that will now periodically spawn kovs that try to leave the map the first of which spawns in the stadium next to us if any of them successfully escapes then the mission is lost not only that but an attack wave consisting of two AO and several other units will come towards us immediately as well luckily the flag Troopers we bribed earlier can easily take down this first KY off and the large injection of cash from Phase 2 lets us bribe the two incoming aox bringing us up to a grand total of four apocalypse tanks our elad epox can easily handle the rest given us much needed time to begin building up our bases the key here is to destroy as many stadiums as quickly as possible otherwise we'll be forced to split our forces thin in trying to destroy the escaping kovs which could easily result in a loss if not handled carefully quickly build up some Apollos for taking out any kyops that have The Misfortune of lifting into the air the pressure is still low on us for the moment so we should should use this time to destroy the closest two stadiums switch our Flack Troopers to Magnetic mind mode which deals significantly more damage to structures than the Flack guns allowing us to quickly take out the two stadiums in the West in the meantime unpack our Soviet MCV and push into the middle of the map use the MCV as an aggr magnet so that our aox can peacefully demolish the launch facility in the middle the AI would have created several twin blades at this point and will send them against us immediately so we need backup from the co-commander Apollo here as well so far everything has been pretty easy for us but it quickly becomes Troublesome when we start pushing further eastwards as the enemy will start sending out their migs which are extremely deadly to our Apollos if there are more than two in a group a all right that's a problem construction complete what the hell how are these Russian plane so much better than mine holy I thought we were get the f16s since our Apollos are useless in the main push now we should free up our co-commander to deal with the Soviet Naval harassments and make a few ifvs for some groundbased anti fire ourselves this may seem like a bad idea against the twin blades without athenas protecting us but there are two major weaknesses we can exploit to compensate for this one is that we can let the apox stand in front of our ifvs making the twin blades waste their rocket bursts on our beefier units the other is that AI Control twin blades aren't capable of firing on the Move meaning we could reverse move our ifvs to kite the twin blades effectively dramatically reducing the damage they deal to us once all twin blades are down send our spice into the reactors we left alive earlier which hampers the ai's ability to quickly to replenish their Air Force move fast and destroy the production buildings with ouro and then the Northeast Stadium the only thing left after that is the southeast Stadium Park our MCV at the front and erect a few Spectrum Towers to finish the job the soviet's Betrayal against the Allies is clear and field Marshall Bingham has decided that it's finally time the Reds paid for their lies and treachery to facil itate the complete and utter destruction of the Soviet Union our forces have concentrated at the impregnable Fortress city of Leningrad where all of chenko and kovs forces have gathered it is up to us to bring down the Soviet Union for good we start off the final mission of the Alli campaign with two shrunken mcvs their Speed and Agility make it easy to bypass the enemy patrols deploy them at the designated zones and we will each receive five Mirage tanks as reinforcement they're more than enough for clearing out the starting area and we can even level up two to three of them to Elite status after all enemies are eliminated we enter phase 2 presiding in the middle of the expanded map is Premier Cho's Fortress where he plans to launch a shuttle into space seven iron curtains are spread across the rest of the map and as long as one still stands jenko's Fortress will be shielded from harm our objective is to take out the iron curtains then the Fortress itself all before chenko can escape to the moon on normal difficulty we're given 30 minutes to complete this Mission and a hefty starting cash of 25,000 on hard difficulty though those numbers go down to 20 and 15,000 respective i l it's not the harshest timer in the world but it still means we can't be taking our time with this mission to prevent the mission from devolving into a battle of attrition we must strike out as soon as possible rush to the first enemy base with our mirages their Firepower is unmatched by the lower tier units the Soviets are producing this early put the elite ones at the front to soak up damage and make sure to let the non- elite Mirage tanks get the last hit on expensive structures which will hopefully promote them to Elite status as well we should reliably hit 4 to five Mirage tanks after clearing out this first base leave the super reactor intact though as we can capture it for a massive increase in power freeing up the structure production queue that would otherwise need to waste time making power plant to instead focus on teching up exclusively there's no need to rush the destruction of the iron curtains as destroying some of them early would trigger enemy reinforcements from spawning for example destroying the one in the air base or the one in the Northeast base with tricker crew cop's arrival spawning a vacuum imploder and numerous Terror drones while also triggering the apocalypse tanks in that base to aggro towards us so for now we'll leave the iron curtains alone the second ice we come upon is surrounded by a large number of Garrison flag Troopers and only flag Troopers since there's no production structures in that area we can simply ignore it until later the remaining base left in the bottom route is this massive Air Base which produces lots of twin blades and mix the former is an issue for our Mirage tanks and the latter is problematic for our co-commander who should be going for an air-based army composition due to the high density of anti-g ground units in the top route if this was a standard run then we would be able to capture the first Iron Curtain and use it on our Mirage tanks to destroy the space without ISS but since no structure losses are allowed we can't capture the first IC as we would be forced to either sell it or destroy it later on if we did while it is possible to rush this Air Base anyways with the help of cryo beams the presence of Natasha complicates that strategy as she can use her special ability to snipe the pilots of our tanks killing them in one shot thanks to her patrolling around the air base we'll have to wait a bit before mounting the next attack Natasha will actively come out to attack us after a few minutes past anyways so we don't have to rush this segment sit back for a bit as we add a few ifbs and a C us into the mix once Natasha comes out of the base use our mirages to take her out something worth noting here is that the enemy AI tends to get really glitchy in the campaign when dealing with the Mirage Tank's Gap generator ability in this case Natasha would sometimes cancel her own snipe or choose not to snipe our Pilots until she gets to a much closer distance or even outright skip the sniping and resort to Air Raids Instead This glitch is more consistently reproducible when she is attack moving towards us instead of standing still for some reason and we can exploit it to mess up Natasha's targeting AI allowing our Mirage tanks to get in close enough to kill her once we have a few athenas and ifvs to deal with the twin blades the rest of the mission becomes a walk in the park with a dramatically increased survivability afforded by the Athena barriers we can finally confront the other guards at the air base and the aox and twin blades carry little threat value to us at this point as a nice bonus the enemy mix seem to be scripted to fly back to defend their airfields when it's threatened which is actually great for us as this allows us to take out the main anti-air threat against the co-c commander for absolutely free once the air base is down the Soviets would have lost most most of their air units with three to four migs left in the air at most draw aggro from them using Sentry bombers and remove their last air Fighters with our Apollos with this our co-commander can now bombard the enemies along the top route with impunity rendering the destruction of the remaining ices into a matter of time at this point we would have progressed enough into the mission that occasional kovs would start flying towards our super reactor but a group of Apollos is more than enough to handle them the last thing we need to actually worry about is the base furthest away from us ordinarily the mission expects us to destroy the three ICS we have come upon so far which triggers kovs reinforcements but since we didn't the base is rather on the empty side clean up the Defenders and take out the Iron Curtain station there cop's forces will then arrive from the top edge of the map this isn't that big of a deal though as his reinforcements can be easily countered as soon as we see the vacuum imploder appear drop a cryo barrage on top of it which will freeze all incoming teror drones after destroying the vacuum imploder krukov is basically out of the game wait until the co-commander destroys the three iron curtains on his side to trigger phase three drop Tanya on top of the launch site and with one last C4 the Ali death list is complete move it out the hell congratulations Commander you've done it those Soviets deserve every bit of what you've just given them magnificent work [Applause] it seems like only days ago that This brilliant new Commander was called to lead the Allied Nations at a desperate hour and now with freedom restored and the Soviet leaders confined to a cryo prison our hero May finally find a little time for some rest of his own you didn't forget my invitation did you Commander I was hoping you were free this evening not bad huh Commander I clean up pretty good good how about celebrating over a drink tonight I know this great little Pub in SoHo command look familiar scenes like these are happening all over the Galaxy right now you could be next that is unless you make the most important decision of your life a [Music] [Applause] [Applause] a
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Channel: Psyminette
Views: 82,324
Rating: undefined out of 5
Keywords: red alert 3, ra3, no units lost, deathless challenge, deathless, no buildings lost, allied campaign, Allied Nations, Soviet Union, Empire of the Rising Sun, command and conquer, cnc, c&c, lieutenant eva, challenge video, hard difficulty
Id: Z0geulyTx8I
Channel Id: undefined
Length: 38min 59sec (2339 seconds)
Published: Sun May 05 2024
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