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."
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
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
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."
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
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.
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 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.
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.
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.
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.
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.
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
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.
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
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
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.
@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.
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.
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.
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."
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?
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.
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)
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
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.
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."
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.
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.
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
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
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.
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.
@@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.
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
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 :)
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..."
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
tg: *builds powerplant*
also tg: *can’t decide where to place it*
Puts it where the other one blew up 🤣
The nuke silo wasn't the threat it was the school bus all along
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."
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
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
Einstein: the perfect chronosphere place is in florida keys
Chrono miners since 1st mission: Haha cash go shhhng
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.
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
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.
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 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.
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
Thank you for these videos, they make my quarantine bearable
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.
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.
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.
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
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 like these videos
Keep them coming
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
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.
I love Romanov
"You Will wish for another chance"
Nice work commander 😃👍
Destroing nuclear reactors is much simpler and more efficient time-stopper. Always used that
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..
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
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.
Can't wait for the Soviet campaign and the Yuri's revenge campaign. Full of Red alert 2 memes.
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?
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.
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.
HECK YES. My most favorite mission of the Allied Campaign :D
Like Minecraft, Red Alert 2 will most likely NEVER DIE!! ALL HAIL THE SOVIET UNION! (and Yuri too!)
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 🤣
This mission gave me fits for the longest time. I like your strategies though. Might have to try them out soon 👍
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."
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?
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
@@tsiripas Why so?
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.
2:21
Tg: "Sell that Ore Refinery since it's doomed to fall."
That one G.I: (chuckles) I'm in danger.
no school buss was harmed during the video
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 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.
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!
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.
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 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.
10:13: "Hahaha!
Still, just how many times has the poor bridge been blown to hell and back?!"
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
10:14 LOOOOL
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.
Oh that Spy at the end was one petty move🤣
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
You can save that ore refinery. Totally doable
3:09 NOOOOOOOOOOOO! WHY YOU BUILD ON THE ROAD AGAIN!?!?
nice content 🔥🔥🔥
11:36 9 Prims Towers in the Island 😂😅
Do the Base defense comparison in Mental Omega next!
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.
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.
12:59: "GODDAMNIT!!!
So, Jenkins warned their Commander of the strike? Impressive, but I'm still mad!"
That wall is guilty off high treason.
The one thing overlooked is that we need to build more miners on this map. The initial 3 are barely enough.
Good job tg i like your video it is difficult but you win ill wait your last video of allied mission mission 12
I thought you would send dozens of engineers in to capture all the buildings just for fun lol!
Poor spies, they all died in that helicopter crash!
I will wait for chrono storm
sub : dies
osprey : proceeds to land on airbase
who needs harriers anyways?
10:15 , NICEE!
9 prism tanks and a chronoshift is all it takes to win this and any mission as Allies.
Последния части видео безумна
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
10:14 Going down!!!
Nook silo : opens'n close
me be like : HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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
This was my hardest mission
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.
13:00 noooo why did you take off :D
mission accomplished, you are victorious 🤣
Its time to see the primier briefs haha
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.
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!
@@tsiripas 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.
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
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 :)
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..."
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.
On it right now. Finishing up the original with Allies.
Destroy the two Nuclear reactors instead of doing that with 6 prism tanks only lol
game: you'll get a superweapon next mission :D me: ermmm Chronosphere + prism tanks is all i need to steamroll this entire game!
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.
i just built a few prisma tank, ifv+engi, and teleported them to the island
Rain x10: Im First!
Me: No Im first Rain x10
Rain x10: How?! im first!
Me: *Puts Uno Reverse*
Sorry man yt is drunk XD
Lol it doesn't matter anyways
@@5345apple Maybe yes maybe no only time will tell
@@Foxy_5702 Sooner or later, time will tell...
SPACE!!!
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.
At 27:50,shouldn't all the missile silo get destroyed,then there mission is marked as Mission Completed?
I was playing this mission today🌚
School bus goes for a swim! 🚌🏊♀
Hello TG. :D.