Top Secret
Allied Hints, Tips, & Strategy
Building Your Base:
Building your base could be the critical difference between victory and failure.
Your base cannot be really close together, it must be constructed so that an atomic missile will
do minimal damage, here is my idea of an ideal base
Your MCV has been deployed, build your power plant to the north of your Construction Yard,
then build advanced power, sell your power plant and put an Advanced Power in it's place so
you've got a vertical rectangle with a Construction Yard on the bottom and Advanced Power on
the top (all your structures need to line up so they are nice and neat). Then build a radar dome
just right of your construction yard (for example put the white grid (that will be a radar dome)
one space to the right of the construction yard (so they are spaced out)) so you have a nice-looking L of units. I know this is really confusing, but when i say RD spaced out from CY I
mean RD is one space the right of the CY so they're not right next to each other , that help?
Build a WF right next to the radar dome (one space, again). You should now need power, build
advanced power and put it above the war factory, but not spaced out (because we are going
vertical). Now you should have a H without the bottom part. Oh, yes, almost forgot, build an ore
refinery right below the CY, then barracks next to the OR, again one space spaced out, and a SD
next to the BK again, one space spaced out and a tech center between the two power plants if
power is needed, put them on the outer top-left corners, again making it nice and neat. Here is a
diagram: AP=Advanced Power TC= Tech Center CY=Construction Yard RD=Radar Dome
WF=War Factory OR=Ore Refinery BR=Barracks SD=Service Depot
Then you need to put concrete walls one space out from the base and making entrances next to
the Ore Refinery like so
________|__| |__|_______
I think you know what I am talking about. I know that is like super confusing, but it works very
well, by the way throw in gap generators here and there and a naval yard.
AP AP TC AP
AP CY RD WF
AP OR BR SD
Tip, say you want to put in turrets and pillboxes right outside your Concrete the concrete walls,
well, it's out of range, (if you built my base correctly) just build gap generators right inside the
walls and putting turrets outside the walls should be no problem.
I know this is like the most confusing description ever, I'll try to get a screen shot up ASAP.
Air Strategy
You'll run into idiots that believe in 'copter rush, that is why it is good to have some AA guns
lying around, 15 hinds can cost you the game if you cant defend against them. If you see that the
enemy has no air defense start building Longbows (without them knowing (which means gap
generators)) 10 - 15 ought to do the trick.
Sea Strategy
The sign of a veteran player is that you'll find out they, (if they are also allies) will send 4
cruisers to shell your base, I guarantee, any experienced players will do it, and 4 cruises will
decimate your base in about 10 seconds, make sure you are not the victim! Have an armada of
Cruisers, Destroyers, and Gunboats there to greet them, Cruisers must be included, because a
cruiser can knock off a gunboat or destroyer in a shot or two, have the Cruisers take the
punishment while the Destroyers and Gunboats finish the job. You should be building a cruiser
or two of your own, because, an amateur player usually has naval yards as last priority, so 2
cruisers, could easily knock off a base, when you shell a base a top priority is the naval yard,
then get out of range of V-2's or artillery and shell the base from afar (incase you haven't noticed
the Cruisers can shell a base halfway across the map) you will have to adjust the firing spot
when shooting at buildings far in because the cruisers can be relatively inaccurate. If you see a
large group of people , go for -em an 8-inch artillery cannon can incinerate 20 people at a time,
the cruisers aren't really effective on units because they're to small, and too hard to hit.
Ground-Based Strategy
The big thing about ground-based defense is that idiot amateurs like to do 'tank rush' this is
when you attack with 30 tanks at a time, this will scare you at first but if you play your cards
right your damage and losses will be minimal, you need to know that the best defense against
'tank rush' are concrete barriers, they will buy you 5+ minutes of time, when a section is
destroyed rebuild it , this will force the enemy tanks to attack your units and will keep them
away from your structures. Have your units concentrate on one enemy at a time instead of
spreading your fire out, this will destroy them quicker, remember, one tank down is two less
barrels shooting at you, this combination of turrets, pillboxes, tanks, and barriers will prove to be
effective against tanks rush. You need to remember to repair units ASAP, it is so much more
efficient than building new units when old ones get destroyed, it takes a fraction of the time and
money, ah yes, money, building more ore trucks will prove to be the best investment you ever
made, remember no more than 3 trucks per refinery more causes the ore trucks to be confused
and they will never get the money to you. Ore trucks are usually on the top of the enemy's To
Kill list, keep a close eye on your ore trucks and keep them escorted! One of the best ways to
kill the enemy is smother their economy. These idiots think -- Oh, I hate all those tanks my top
priority is to destroy their enemy's war factory -- WRONG! A smart commander keeps his War
Factory way out of reach, even an atomic bomb does worth crap against a war factory. Go for the
ore trucks! Without money a war factory is useless. Hog ore! If you see a large field of ore sent
down and MCV (of course escorted by mobile gap generator and tanks) and build a mini base by
the field, first priority is fortify it, build a war factory and start turning out tanks like there's no
tomorrow get a wall up, with plenty of turrets then build an ore refinery and get the ore, make
sure no enemy ore trucks partake of your sacred ore that you clearly own! Tanya is a really good
unit, she can mow through infantry like they were not there, she can also blow up buildings with
her C-4 explosives. Have Tanya patched up by a medic whenever possible. A common rookie
mistake is letting yourself get attached to Tanya, usually when I sent Tanya on a mission to blow
up buildings she rarely comes out alive, nor is she intended to. I have no special advice for
getting her to buildings besides using an APC, usually I'll send an APC into an enemy base get it
right next to and enemy CY and it will be incinerated by a tesla coil and Tanya will emerge,
most of the time you will have just enough time to get to a building before the tesla coil can
recharge and zap her. Do not get all smart and think that you are so bright and put Tanya in an
APC and chronoshift her to whatever location, the chronosphere is unstable and cannot
chronoshift human lifeforms if you try this the APC will chronoshift but it will be empty, I have
heard, on very rare occasions that the Chronosphere may work with human life forms, but, for
me, this has never been the case with me. Getting spies into building can be useful (especially
sub pens) but some amateurs think that since the spy can disguise himself does not, by any
means mean that he is undetectable (when playing the computer, this may be different) but when
playing real human beings all they must do is try to order a what looks to be a stray unit to a
certain place if the unit doesn't respond, you can be assured it is a spy, try to sneak your spy into
enemy infantry groups and if your a quick thinker, you can follow the enemy infantry group
around and your spy is usually not noticed. Well I'm tired and ready to watch some TV, I've
typed like 2 hours straight, expect more detailed strategy soon!
I'f you think you've got some good strategy, e-mail it to me