Invincible Demolition Trucks:
To make Demolition Trucks invincible, build 5-6 Demolition Trucks and have an Iron Curtain ready. Drive the Demolition Trucks towards the enemy base and use the Iron Curtain on them before the enemy can attack them. The Demolition Trucks will not explode until they reach the target.
Trojan bus:
As the Soviets, use Yuri to mind control a school bus and load five infantry units into it. The allies will not fire at the school bus.
Chronosphere Glitch:
This glitch allows any Allied player who has the Chronosphere to use it repeatedly after the first charge:
1. Build a Chrono Legionnaire and a Chronosphere.
2. Once the Chronosphere is ready, activate Way-Point-Mode. Now, command the Chrono Legionnaire to freeze your Chronosphere, but don’t commence the waypoint process yet.
3. Select a group of units to be teleported with the Chronospehre, but don’t teleport them yet; just select them.
4. Now, after having your group of units selected and ready to tele, activate your way-point-path. Your Chronosphere will now become frozen in time. (This is a good thing for the sake of the glitch)
5. Immediately after you freeze your Chronosphere select where you’d like to tele your units. Despite the fact that the Chronosphere is frozen, you will still be able to teleport the already selected group of units.
6. As soon as you have teleported your units with the frozen Chronosphere move your Chrono Legionnaire, unfreezing the building. As soon as the building unfreezes it will say “Chronospehre ready!”
Allied strategies:
Use the following trick to overrun any CPU controlled Soviet base as the Allies. It is especially useful in the second to last Allies mission, where you are pitted against a heavily defended base with three nuke silos which must be defeated in order to claim victory. First, create a very heavily fortified main northern base. Abandon the far northern mineral field and sell the ore factory there. The most important things in this part of the strategy are to create a reasonably well protected beachhead to the south of this base with Prism Towers and Patriot Missile Launchers. The second item involves some use of the Prism Tower creep strategy. First, build a Power Plant to the outside of your base in the direction of where you want to defend or attack. Then, build Prism Towers as far as possible in the direction you want to go. Finally, build another Power Plant next to the Prism Towers you just built — thereby extending your range of building Prism Towers and also increasing your power supply in the process. Continue doing this and adding extra Towers where needed to create a solid line of access between Towers, and amplify the damage. Do this on the bridge just north of your base and blow it out so the enemy cannot cross. Fortify the Towers there with all the extra GIs you have around your base. Now that your northern base is well defended, proceed to the second step. Create an MCV and Transport Hovercraft and put the MCV into it. Next, go to the far right of the screen with the Hovercraft, and then straight down. This is the safest ship lane on the map. While you are moving south with the Hovercraft, have a Barracks and a Prism Tower building. Also watch the bridge by the northern base to make sure nobody has managed to sneak through your defenses. As soon as you land the Hovercraft on the far southern island, deploy the MCV and build your Barracks and Prism Tower. Then quickly build another Prism Tower and a Power Plant. When you have that base defended well enough, build another Ore Refinery on the southern island in case the nukes manage to take out the one on the main island and you are low on money. Employ the Prism Tower creep method mentioned before with a little more caution when building in range of Telsa Coils. You should be able to wipe out their base easily. Make sure that if they launch nukes, you repair or replace all buildings hit by them, especially those needed to build Prism Towers, as well as Powerplants. Another useful thing about having a base on the right side of the southern island is that this is where most of the enemy planes fly through. You can build Patriot Missile Launchers which will slow down or halt most of the enemy paratrooper activity on the northern island. Most of the time, the enemy will launch his nukes at either your ship building capabilities or the middle of your main base. Keep a spare MCV around in case it is taken out. This is not necessary, but is a precaution in case they figure out to attack the southern base via nukes. This strategy will allow you to complete the mission in near half of par time in easy mode.
Build between 15 and 20 Prism Tanks, 5 IFVs, and one Engineer. Get the Engineer in one of the IFVs and send the whole group to an enemy base. Once near the base, the Prism Tanks will destroy anything that moves and the IFVs will provide some air cover and repair.
In a multi-player skirmish, build up to 10 Airforce Command Centers, each with four Harriers. Train five spies and infiltrate the enemy base as following: one spy near a power plant, one spy near barracks, one spy near the wall around tech center, one spy near war factory, and the last spy near an ore refinery. Insert the first spy in the power plant, so power goes down. At that moment, command one group of Harriers to destroy a corner point of the wall around the tech center so a spy can enter. Use your other Harriers (as long as their power is down) to attack the other power plants and your spies to infiltrate nearest building, stealing technologies and money.
These tips will work best in “A Path Beyond 2”. Deploy your MCV and send one or two GIs to other side on the map, so you know where they are. Build a Powerplant, Refinery, Barracks and perhaps a new Powerplant. Then, build a Radar. Build 20 to 30 rocketeers. Have some defend your base, send the others to the enemy base and destroy it, They cannot attack you because they have not built any air defenses yet. If you attack the Soviets, you will need more rocketeers because they have some Flak Troopers. Build your base quickly, build the rocketeers, and find the enemy base fast.
Build a Chronosphere, 3 IFVs, and 3 Chrono Legionnaires. Place the Chrono Leggionnaires in the IFVs, Chronosphere near the enemy base, and start deconstructing.
The Grand Cannon is a very good defensive weapon, but it is also a very good assault weapon. Deploy your MCV quickly, build a Power Plant, a Barrack or a Refinery (depending on the map), a Radar, then the Grand Cannon. Do not place it on your base. Have a IVF ready with a engineer on it. Use it to find the enemy base. Go to the inner side of the base because it almost has no defense there. Undeploy the IVF and capture a building. Place the Grand Cannon on the enemy base. The enemy has no chance to destroy the Cannon. Destroy the War Factory first, so they cannot build Tanks and attack your Cannon. Also build some Pillboxes to help the Cannon. After you have destroy half of the base, most of people will surrender. This works well in multi-player mode, but is not too effective against the CPU.
Play with superweapons on. Use Aegis as air defense and GIs as ground defense. Build a Chronospere. Build 3 Prism tanks, 3 Mirage tanks, 3 IFVs and an engineer. Place the engineer in one IFV. Chronoshift the whole lot into the back of the enemy’s base. Use Mirages on infantry and tanks (make sure they cover the Prism tanks), Prisms on structures, IFVs for air cover and repair. Burn your way through the base and at the end you have a promoted attack force and can move onto bigger fish. By this time, the Chronospere is ready again.
To defeat the CPU in Skirmish mode, build two Snipers and two IFVs as soon as possible. Give each Sniper their own vehicle, then rush them to the tip of the enemy’s base. Snipe as many troops as possible. Then, act as if you are about to attack an important building. The remaining units (Tanks) will come after you. Luckily, the IFVs can outrun the Tanks, just as long as you can see them coming. The Tanks will follow you to their death. Then, run the IFVs back through the base and unload the Snipers to guard the IFVs from infantry. Eventually, the IFVs will become promoted all the way and be very deadly. Beat up the enemies base or run them dry. Beat up everything except for the Construction Yard and repeat the process to get more points to show off.
Use the following strategy to capture an enemy Construction Yard. Build 10 to 15 tanks, 10 GI and at least 6 Engineers. Send the tanks followed by send the GI and Engineers. Have the GI defend the Engineers all the way to the enemy base. Send the an Engineer into the Construction Yard then the rest of the Engineers into the Tesla Reactors. Have everybody leave including the enemy Construction Yard. Note: The remaining Conscripts, Tanks, etc. will destroy the Tesla Reactors and you will win instantly.
If you are on an island alone with only a bridge to get to your aggressive opponent’s base, get a lot of money. Then, build 16 IFVs, 8 Engineers, and 4 GIs. Put the GIs and Engineers into 12 of the IFVs. Put a Rocket IFV at the left side of the bridge, but directly in front of it, and then back it up with an Engineer IFV. Put a Machine Gun IFV behind the Engineer IFV and back that up with an Engineer IFV. To the right of the Rocket IFV, put a Machine Gun IFV with an Engineer IFV behind it, a Rocket IFV behind that, and another Engineer IFV at the back. Repeat the steps to have the perfect bridge defense. The engineer IFVs will repair the other IFVs and each other.
Use the following trick for easily defending your base. This only works on levels with bridges leading into your base. To defend your base, you need 4 Tanks, 3 IFVs, 2 Prism Tanks, and 1 Engineer for every bridge leading into your base. Take the Engineer and put him in an IFV. It is now a repair IFV. Take 3 Tanks and line them up at the beginning of the bridge, but not so far that if the bridge gets destroyed your troops will fall in the water. Next, put the 2 Prism tanks directly under the left and right Tanks. Put the repair IFV between them. Then, put the last Tank under the repair IFV and the 2 regular IFVs on each side of that. With the repair IFV in the middle anything damaged will be repaired automatically. The set up should appear as follows, with T indicating a Tank, P for a Prism Tank, R your repair IFV, and I your IFV.
T T T
P R P
I T I
Use the following trick to put your own Spy in your Battle Lab to get a new unit. First, have an Engineer, Spy, and any unit that can do damage. Make the unit attack your Battle Lab. Then, stop it and select both the Engineer and the Spy. Click the “Way Point” button on the control panel. Make one way point toward it, then one on the building. The Spy and Engineer will both go in. You are able to build Chrono Commanders.
On the last Allied mission, build two to four Chrono Legionaries and tell them to deconstruct all the nuclear power plants. Then, move on to everything else (Red power plants first).
Use the following trick to kill Soviet Demolition Tucks easily. Get an EMP Tank and keep shooting at them. They will eventually disappear and there will be no nuclear explosion. Note: If you stop “paralyzing” the Demolition Truck by attacking something else or moving, then it will continue moving as normal.
For a new type of unit, build your Battle Lab and use any unit to damage the building. Select an Engineer and a Spy, then use waypoint mode to make the units enter the building. The Engineer will enter the building to fix it, and the Spy will follow him. The Spy will steal technology from it and you will be able to buy a unit that can kill enemy units using one bullet, and destroy buildings. He is also very fast.
To destroy any building, build the Choronosphere and make it completely ready. Before getting it ready or after that, build three or four Prism Tanks. Have them together closely then send them anywhere or close to any building you want to destroy. Order the Prism Tanks to only attack that building or structure. They will destroy it with two or three hits.
When playing as the Allies, build a Construction Yard, Ore Refinery, and Barracks. Then, build 20 to 100 Rocketeers. Fly to the enemy base and destroy soviet Flaks or Allied Missile Launchers, then destroy the enemy Construction Yard and all other things.
Put GIs in IFV trucks. This allows them to fire machine gun bullets. It can take up to 60 men down.
Build at least ten to twelve Harriers and have them ready for use. Then, create a Weather Storm and make sure that you blow up enough Power Stations to knock out all the bases defense systems (for example, Flak Cannons, Tesla Coils, etc.), After the storm, all the Flak Cannons should be deactivated. IMMEDIATELY use your Harrier aircraft to blow up the enemy Construction Yard (or any other vital structure) before power is restored. Note: You can also use this strategy to destroy the enemy Nuke Silo.
Build a large amount of dogs. Build half that amount of soldiers (any type except Rocketeers). Build the same amount of any tanks as soldiers. Set two dogs to guard a soldier, and each soldier to guard a tank. Send the tanks to attack a base and they will be completely guarded. If someone attacks a soldier, the dog will tear him to bits. If an attack on a tank is made, soldiers will take care of the problem.
Build your defenses up to the maximum then make a Construction Yard. Get near the base and unpack it. Then, build a Power Plant, then a Grand Cannon Turret near it. Keep doing this around the undefended parts of the base. Your enemy’s base will be destroyed.
In order to counter a nuclear threat, make two or three IFVs and the same number of Tanyas. Load the Tanya into the IFV and Chronsphere them very near to the side of the nuclear silo. Ungarrison the Tanyas and destroy the nuclear silo. You can also make it easier by infiltrating a power station with a Spy. This will shut down the enemy power station. You can also use this tactic during an air raid.
Build a Chronosphere, IFV, Engineer, and eight to ten Prism Tanks. Make Repair IFV (IFV and Engineer) and teleport it and Prism Tanks by Chronosphere to the enemy base. Attack all buildings to win easily.
Do not build anything other than at least sixteen to twenty Harriers. Have them target the main enemy building. Once it has been destroyed, all the other buildings will be converted to men and they will all attack your base. Build four or five tanks and ten to twelve men to defend and they will kill all enemies.
Capture a Soviet base. Then train a Tesla Trooper and an IFV. Put the Tesla Trooper in the IFV to create a Tesla Tank. Build lots of them and attack.
Soviet strategies:
Quickly make a Barracks, Battle Lab, and War Factory. Build one Kuscov airship and send it to the enemy’s base, and bomb it. Bomb the construction site first so they cannot build, as well as ground to air missile turrets.
When playing as the Soviets, build a Cloning Vat. Build about a very large amount of Conscripts, then charge them at your opponent’s base. If the opponent has Deselators, destroy them first with either Kirovs, V3’s, or Dreadnoughts. Unless his base is very well defended (or you did not build enough conscripts) there should be simply too many conscripts for the enemy units and the defensive structures to kill. Destroy their Power Plants first so you do not need to worry about defensive structures.
When playing as the Soviets, you can send much more Infantry into the Amphibious Transport then you think. Normally, you can only send 12 Infantry, but if you put Infantry into Flak Tracks first, you can have up to 20, plus the 4 Flak Tracks, inside the Transport.
The Soviets can use Paradrop like the Allies. Deploy an Engineer. Then, find a Heliport (or something like that) and capture it. Click on a “defense tab” — a tab that builds defensive weapons (for example, Tesla Coil, Flak Cannon, etc.). After clicking the tab, you will find “Paradrop” in the list. Use that for reinforcements. The paratroopers are Conscripts.
Use a Yuri to mind control a school bus. Load five Infantry units into the bus and drive it inside an enemy base. The Allies will not fire on the bus.
Take control of the Soviet side. When you build your MCV, build an Ore Refinery and Barracks. Then, build a War Factory. Create more Terror Drones and send all of them to enemy’s War Miner or Chrono Miner. When the enemy loses all of his War Miner or Chrono Miner his economy will fail.
If you are an aggressive Soviet player and want to rush into your enemy, first build the Power Plant followed by the Refinery, Barracks, Radar, and War Factory in order. When everything is built, click on the Miner next to Rhino Tanks. Get three or four Tesla Tanks and get ready to attack plan your attack on the Construction Yard.
This tactic is useful when playing as the Soviets. When you start the game, build two Refineries. When you have Power Plants and Barracks, build a War Factory. After that, build a few Ore Miners. Next, build about 15 tanks. After that, just attack.
When playing as the Soviets, your Conscripts are cheap and are a great troop type. On early levels, use them to conquer enemies. Make about 40 to 100 Conscripts and attack.
When playing as the Soviets against the Allies, quickly build the Construction Yard, Refinery, Barracks, Radar, and War Factory. Then, build a Battle Lab. After that, build one Kirov Airship. Send the airship to the enemy base and bomb all the important buildings, especially the Construction Yard. You are then free to do whatever desired from there.
Create ten to twelve Yuris and place them all around your base. Set them as Team 1 ([Ctrl] 1). When an enemy attacks, use the Yuris second attack. This should destroy most of the attacking force.
One of the best way to use the V3 Rocket is as follows. Have about three Rhino tanks for each V3 Rocket to protect them. If you have about five V3 Rockets and twelve to fifteen Rhino tanks, you can take out a medium base. One of the reasons is because the V3 Rocket fire is very long.
Build a large number of Terror Drones and invade your enemys base with them. All of your enemy’s infantry and veichles will be destroyed.
Build as many as Oil Refineries as possible to have money which you can spend for more Barracks and Warships.
Use a Yuri or Yuri Prime and mind control an enemy Desolator and deploy it (near their barracks recommended). Remove the mind control by holding [Ctrl] and firing at the ground with the Yuri. The Desolator is now under CPU control, but will not be undeployed. It will damage all nearby units with its radiation.
Easy wins:
Just after you start Skirmish mode, built a Power Plant, Ore Refinery, Barracks, and War Factory. Stop building the structures. Produce two to four Miners and a minimum of three tanks. You can also build two or three Pillboxes or Sentry Guns. Build Radar and explore the map so you can see where and when the enemy will attack. Try to defend your base with only tanks and anti-air units (IFV, Rocketeers, Flak Trooper, Flak Track). If playing as the Allies, build a repair vehicle (IFV and Engineer). After each enemy attack, repair your tanks. Use the environment as a defense advantage. For example, send two or three Snipers under a tree. After you have successfully defended your base for several attacks, build other structures. Do not build a Prism or Tesla Tower, as it is a waste of money and energy. Air defense structures are acceptable. To “upgrade” your defense, build six to eight Mirage or Apocalypse Tanks and place them in several strategic places to block the enemy. After you have about 9,000 money, mass produce your primary assault units (Prism Tanks or Apocalypse Tanks) and build another repair vehicle (if playing as the Allies) to cover the damage in the middle of attacks. Producing additional anti-air units is also useful. Note: If you built the Apocalypse Tank you already have air defenses. Then, start your attack. One good, planned attack can destroy even the most brutal enemy. Practice this strategy and modify it to your needs.
When playing as the Allies against the CPU, it is important to build your War Factory and Barracks away from the rest of your base. If the enemy launches the nuke, their first target is your War Factory, and then your Barracks. You may also want to build a backup and set the rally points out of the range of the nukes. If you are playing as Soviets, remember that they can do the same with you with the Lightning Storm.
The easiest way to defeat the CPU under the Brutal difficulty setting is to get a Spy into one of their Refineries. You will get 15,000 to 80,000 in cash. This will allow you to build a lot of tanks and other units, which should ensure victory.
If you are playing against more than one Brutal enemy, first build defenses and then Engineers. If the enemy is the opposite, for example you are the Soviets and they are the Allies, capture the Construction Yard after the rest of the base is destroyed by Prism Tanks. Re-pack the MCV and bring it to your base, or just build anywhere. You can now be Allied and Soviet at the same time.
When you are playing on islands with Brutal Soviet enemies, they will attack you with two or three Kirov Airships. If you build a large air defense system you can destroy airships. Also, if you are playing versus Brutal Allied enemies they will attack you with three or four Harriers.
When you play Skirmish mode games with Super Weapons, always build your War Factory a long away from you base. The CPU will always use a Nuclear Bomb or Weather Storm on it.
Create four or five well-spaced power plants immediately in Skirmish or Multi-player mode to bring up your power bar on the right-hand side of the screen, then watch it. Garrison your troops into civilian buildings for extra cover while fighting the enemy. When the building starts to break down due to firepower, send in an Engineer to repair it. Engineers can also penetrate an enemy base and convert their structures. Create many Tanyas (as the Allies) or Crazy Ivans and Yuris (as the Soviets) in Multi-player games. They are the most versatile and skilled infantry units available for their respective sides.
Although it is expensive, build an Ore Purifier to help get more credits out of your mining expeditions.
Try to make your defense first, Then create at least three mine sweepers. Next, make a War Factory and all the other buildings. Make a lot of infantry and hide them in the buildings that are in the way when someone tries to reach your base. By doing this, your infantry will become better then tanks.
One of the best ways to attack your enemy, Soviet or Allied, is to make eight or more Mirage Tanks and five or more Prism Tanks. Number your Mirage Tanks as “2” and Prism Tanks as “1”. Mirage Tanks are good in destroying tanks and other units, while Prism Tanks can easily destroy enemy buildings. While the Prism Tanks are destroying the your enemy’s buildings, the Mirage Tanks will be protecting them from any enemy attacks. While attacking, also bring some IFVs in case you are attack by Rocketeers.
Make at least fifteen (Elite or not) Rocketeers. Move them near, but not too close, to the enemy base. Get a Spy and infiltrate the enemy’s power plant. First destroy any anti-air attack units, then destroy all power plants. The enemy will now be low powered. Then, destroy the Construction Yard and all that remains of your enemy.
Create your base (Power Plant, Ore Refinery, Barracks and War Factory). Make five Engineers and one Transport Helicopter. Put the Engineers in the helicopter and take them to the enemy base. Conquer the Construction Yard with one of the engineers. Note: The extra Engineers are to replace him if he dies. Then, take the Construction Yard to your base (not with the Transport Helicopter). Place the Construction Yard somewhere and you will have the enemy technologies and it will be easier to win.
Easy money:
Play as the Allies and build a spy. Get the spy near the enemy Ore Refinery. If you are low on money send the spy into it and you will get the last 10,000.
Have an Allied barrack, a Soviet cloning vat and about 1,000 Credits. Train Spies or Tanyas ($1000 each). Sell them at Cloning Vats for the following amounts.
1 Spy for $900
1 Tanya for $900
1 Veteran Tanya for $1000 (by entering Spies to enemy’s Barrack)
With Cloning Vats, when you train one Spy, you get two Spies. For example, using a Spy and Tanya , 900 Credits 900 Credits = 1,800 Credits, which after your 1000 Credits investment is a 800 Credits profit for each Spy or Tanya you trained. With a Veteran Tanya, the profit is 1,000 Credits. Note: This trick can be used for every Allied unit (GIs, etc.). They will be sold at high price (almost as much as they cost).
Mega self-destruction:
When you are playing skirmish game, choose Cuba for your country. After you have made your tech tree, make twenty Terrorists, four Flack Tracks, a Crazy Ivan (or Chrono Ivan if available), and an Amphibious Transport. First, let the Crazy Ivan put bombs on five Terrorists, then immediately put them into the Flack Track. Put a bomb onto it and send it inside the Amphibious Transport. Repeat this process until the Amphibious Transport is full, then send it to an enemy base and deploy it.
Car or cow bomb:
Have a Yuri mind control a car or other civilian vehicle. Then, have an Ivan put a bomb on it and drive it into the enemy base. Park it next to something with relatively little armor. The AI will not attack the vehicle but wary human players might have their men force fire on it.
Take over some cows or cars with a Yuri, then control them. Go next to you enemy’s base. Then, have a Crazy Ivan put the bomb on the cow or car. Walk it up next to your enemy building and explode it to destroying or damage the building.
Potent nuclear weapon:
Play as Libya and build four or five Demolition Trucks. Make sure your Nuclear Missile and Iron Curtain are ready. Position all the trucks just outside the base. Use the Iron Curtain on as many of them as possible, then drive them into the base, equally spreading them out in a circle. Then, set your missile in the middle of the base. If done correctly, it should set off all the Demolition Trucks for ultimate destruction.
Easy technology:
Build a Battle Lab, then shoot at it until it catches on fire. Then, hire an Engineer and a Spy. Put the Engineer close to the lab and the Spy further away. Select both people and make a waypoint between them, then into the lab. There will be a message stating that your action was canceled, but ignore this. When the Engineer and the Spy go into the lab, it will be fixed. You will have your technology updated without leaving your base.
Ally with your desired player. Once allied (preferably with an opponent of the opposite side), have you and your ally build an MCV. Place the MCV near your ally’s base and deploy it when they are ready. Bring an engineer close to the Construction Yard and cancel the alliance. Take the Construction Yard and re-ally. You will now both have the technology of the opposing side.
Finding enemies:
If by any chance you are playing a CPU or an opponent and you are a Soviet Commander, the following is a good way to find them. If there is water (for example, Arctic Circle), first build a Shipyard then make five to ten Squids. Have two or three Squids guard your Shipyard. Use the rest of the Squids to scout. The missing units are most likely submarines. Blow up all of the bridges with Ivans and scout around all of the water. You should be able to find them easier if you also leave bait somewhere (only for a CPU opponent).
See into opponent’s base:
Get a Yuri and take control of a civilian. If you tell him to walk into an enemy base, he will be unnoticed. You can look at what they have without a Spy Satellite.
Blocking bridges:
To block a broken wooden bridge from being repaired by the enemy, put a Dolphin, Squid, or Sub inside the gap of the broken bridge. This prevents the enemy from repairing the bridge. Most of the time they will not realize that your unit is preventing them from doing so. Also, if you block off their land forces you can concentrate on an aerial or naval attack.
Resetting super weapons:
One of the Spy’s abilities which is often overlooked is his ability to reset Superweapons by infiltrating them. This is especially useful when your enemy has a super weapon very close to being ready and you have no defense against it and no second base.
Build no defenses:
If you are Great Britain have locked yourself on an island (destroyed all bridges going to it) do the following. Build an IFV. Train a sniper. Put the sniper into the IFV. Roll the “Snipe IFV” to the center of the bridge. Repeat this as many times as needed. Note: You cannot move tanks and troops to other islands.
Defending bases:
This base defense requires a good amount of money. Start with four Tesla Coils or Prism Towers placed side by side. Next, place four Flak Cannons or IFV Rockets behind them. Finally, make a perimeter around all eight items with Sentry Guns or Pillboxes.
In Skirmish mode, make sure you have “MCV Repacks” on. Build your power sources, then click on your Mobile Construction Yard. Click anywhere on the map. When your MCV can deploy, do so. Then, build a power source. Next build barracks, then War Factory and continue to play. Build the rest of your buildings. When you have super weapons and the enemy also has one, he will attack your War Factory first. This gives you a chance to destroy his Mobile Construction Yard while his building a super weapon attack.
In Multi-player mode, use your Chrono Legionnaire to protect your structures. Have him attack your own building ([Ctrl] Click) to protect against an enemy airstrike. Stop him before your structure is gone. Also, if you are the Soviet side in a Skirmish game, make Yuris. Once you can capture IFVs, load a Crazy Ivan and the unit becomes something similar to a Demolition Truck.
When you build a War Factory, build it away from your base. If you have an Iron Curtain when the enemy attacks with a nuke or Weather Storm, use the Iron Curtain on your War Factory.
The following is a base defense for urban maps. Try to build as many GIs or Conscripts and garrison all the buildings near your base. This will stop your enemy from entering your base.
Destroying bases:
While destroying bases, usually a person would aim for all defensive structures to “paralyze” their defense. Instead of aiming for defenses, use some air units (for example, Rocketeers or Harriers) or some burst damage tanks (for example, Prism Tanks or Apocalypses) to take out almost all their Power Plants, Nuclear Reactors (if playing campaign), or Tesla Reactors. You must be swift though, because both CPU and human opponents do not like their power down for long. The best way to do it would be to gather all your units at a reasonable distance from the enemy’s base. Take out their power with those units, then attack the base, leaving all defensive structures except Pillboxes and Sentry Guns (because they do not work off power) for last. Destroy War Factories and Barracks first. Try to avoid destroying Ore Refineries because War Miners take a lot to kill (if the base is Soviet). Also, miners take up time that the CPU remakes power. Destroy or capture the Construction Yard afterwards, then set out to destroy their Radar System(s), Battle Labs, Ore Refineries and finally power consuming defensive structures. This tactic may seem hardest against France but the work added in taking out their power will be very useful because you will not have five cannons killing five men on each shot from each cannon. Note: This tactic has seemed most useful against brutal enemies and multi-player against France because they rely mostly on their defensive structures and not on their men, considering brutal enemies also attack early in the game.
Build anywhere on map:
Construct the building you want and when it is ready, click and hold on a part of the screen where the building can be placed. The plan must be white. Then, drag the plan onto the toolbar — the plan must be white all the way to the tool bar. Do not release the mouse button. Press the up, down, left, right buttons to move around the map. When you are at the desired location on the map, release the mouse button. Wherever the cursor was over the toolbar, the building will be directly underneath.
Rambo Attack:
Send a spy into an allied Control center when playing as the Allies. Then build one or two Chrono Commandos. Find an enemy whose base is not well defended and send you Chrono Commandos behind it, but not too far. Once they fully reappear, order them to destroy anything and everything that is not too close to a Sentry Gun, Pillbox, Tesla Coil, Prism Tower, or unit that endangers them. If you want to destroy something that is too close to a defensive structure or a vehicle, order some Harriers to destroy the defenders.
Destroyer defense:
Play as the Allies, build a Destroyer, then use it to destroy a bridge. Then, place the Destroyer in the middle of the gap in the bridge and get an engineer and repair the bridge. Then the Destroyer will be stuck and act as a defense.
Drone wall:
Build between 10 and 12 Drones and pack them as tightly as possible, preferably in a square or a rectangle. Then, draw a wall around them. When your enemy attacks, sell the appropriate pieces of wall and unleash the army of Drones.
Initiate building attack with enemy troops:
Select a civilian building that is garrisoned by enemy troops. Press D to deploy and the enemy troops will un-garrison themselves from the building and will sometimes attack it.
Get rid of the Soviet Black Elite Guard around the Kremlin:
The most annoying part of any mission in the game is when the enemy stations tanks as guards. To get rid of them, build a Chronosphere. This strategy works especially well against the Black Guard. First, build a Chronosphere, then find a target (in this case a Black Guard tank). Once the Chronoshift is ready, select a vehicle that is stationary. Activate the first part of the Chronoshift, then scroll over to the lake and activate the second part of the Chronoshift over the water. The tank, in this case a Black Guard Apocalypse, will appear in the water and sink into the lake and never return. This reserves your tanks for a later attack.
If playing as the Allies on the last mission, there are four 3-Stripe Apocalypse Tanks as the last line of defense. These can easily destroy the largest of attacks from normal troops. Get about four Spies and go to the top right corner. You will find a base with Telsa Defenses. Get a few Harriers to the Nuke Power Station just below and across from that base to put them down. There may be some Dogs; put in a few Grizzlies to kill them. Put a Spy into the Barracks, War Factory and Soviet Battle Lab. Also, put a Spy into one of their Ore Refineries below to steal many credits. Get a few Psychic Commandos, another Spy, and Mirage and Prism Tanks outside the final base. Send the Spy into the closest Power Station or Nuclear Power Station and the Telsas will be down. Crush the Red Soviets, but you should find that even your veteran units (due to the Spies going into the War Factories and Barracks) are no match. Get the Psychic Commandos to take them over and help you take out the rest of the forces.
Destroying the Kremlin as Soviets:
Do not worry about your base being destroyed. Send your Kirov Airships up the left side of the map. You can disable the Kremlin’s defense by destroying the nuclear power plant. If executed properly you should have no resistance at the Kremlin.
Units immune to radiation:
Certain ground units are immune to radiation. They are the Terror Drone, Desolater, War Miner and Chrono Miner.
Multiple special units:
The game usually allows you to have one Tanya. Use the following trick to get two. After using the “You and an ally have the same things” type of trick, buy a Cloning Vat and purchase any special unit desired. If you use the special characters from sending a Spy into an enemy Battle Lab, this trick is extremely helpful in a quick hit and run, or even a rush.
Save your buildings from the nuke:
When the Soviets send the nukes at you in multi-player or in the Chrono-Storm mission, send a Chrono Legionnaire and have him force fire on your important buildings (Construction Yard, War Factory, etc.). The nuke will hit and kill the units, but the buildings will remain in perfect health. Be careful — if the nukes hits a different part of the base, order the legionnaire to stop before the building is removed.
Steal and build:
Use the following strategy to obliterate an enemy in multi-player or skirmish mode when you do not have many troops to take their Construction Yard. Build two to three Ore Refineries, a Barracks and a War Factory. Then, build over ten GIs (Conscripts if Soviet), five Grizzly Tanks (Rhinos if Soviets), and one Engineer, and one IFV. Place the engineer into the IFV and keep him at your base. Group the Grizzly Tanks and GIs together and send them into the enemy base early in the mission. Have the group of units take out the base’s defenses and then send the “Engineer IFV” into the now unprotected enemy base. Have the GIs deployed and guarding outside the enemy’s Barracks and have your tanks guarding outside the enemy’s War Factory to prevent an enemy attack on the IFV. By this time you should have built good base defenses at your own base. Have the IFV deploy outside the enemy’s Construction Yard and get your engineer in there. Move your new Construction Yard back to your own base. You can now build along both tech trees. Note: Send more units to help the Construction Yard get back to your base safely. This way, the new units will protect the new Construction Yard from being attacked from straggling enemy units.
Build anywhere:
Wait until you have Paradrops and a building ready to be placed on the map. Click the “Paradrops” icon in the sidebar, but do not deploy them yet. Then, click your building that is ready. Next, just use the mini-map in the lower right corner to deploy your building.
Self-infiltrate:
Play as the Allies and build your base as usual. Build an Ore Refinery, a Barracks, and a Battle Lab. Then, build a Engineer and a Spy. Damage one of your own buildings by selecting a unit and holding [Ctrl]. While still holding [Ctrl], use the unit to attack your Battle Lab, Refinery, or Barracks. Do not destroy the building — just damage it. Next, select your Spy and Engineer. Enter waypoint mode and put one waypoint anywhere, and set the second way point is on the damaged Refinery, Barracks or Battle Lab. Exit way point mode and wait. If done correctly, once the pair reach the building, the “New technology acquired” message will appear.
Multi-player strategy:
Build a Spy Uplink facility so you can see into all of the bases. For this, if you have captured a Soviet cloning facility, you can do this more effectively. Build 25 Chrono Legionnaires, and separate them into five groups of five. Teleport them outside of the opponent’s base to minimize the time it takes to return. Using waypoint mode, target the five most powerful defensive forces in your opponent’s base. If the base is larger, you may need more. Teleport them in. While being erased, the units cannot fire back. After those five are gone (it should not take long), mop up the rest of the forces. After that, a good idea would be to fly in some Engineers to take all of the enemy’s buildings. If they surrounded anything with walls, you will need fire-support to destroy the wall.
On a multi-player game, choose “Unholy Alliance” and select “Cuba” at the multi-player screen. Build all the Soviet and Allied buildings then train 20 Terrorists and create 20 IFVs. Put one terrorist in each IFV, then spread them out around your enemy’s base and blow them up. Most everything will be destroyed in their base. Continue using this strategy until you win.
Bridge hut removal:
When playing as the Allies, Chrono Legionaries and Chrono IFVs can attack bridge huts. Instead of destroying the bridge, remove the bridge hut. If you are on an island, you can delete the hut on the far side of the bridge, then only you can repair it.
Invincible jets:
As the Allies, when your jets are about to take off, select “Guard” and they will attempt to land. However, instruct the planes to attack as they are in the process of landing. When the enemy attacks them, they will be invincible.